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Forum: All Forums : Call of Duty: World at War
Category: CoDWW General
General game questions, comments, and chat.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: multiple attachments for weapons
ITOE_MC
General Member
Since: Sep 3, 2006
Posts: 342
Last: Nov 12, 2009
[view latest posts]
Level 5
Category: CoDWW General
Posted: Sunday, Jan. 11, 2009 08:15 pm
I've only just started messing around with this, but it appears that modding CoD5's weapons to use multiple attachments is fairly easy, with fewer limits to the number of possible combinations than we had with CoD4.

With CoD4, using multiple attachments (e.g., MP5 + silencer + red dot site) required using weapon models and animations that were only available in SP, and thus required several entries in a zone file to precache the models. Also, certain attachment combos were impossible (e.g., P90 + silencer + ACOG), and adding enough SP models would increase the model count to the point that some maps were unplayable.

That does not seem to be the case with CoD5. I've been able to edit the weapon files to use multiple attachments simply by deleting the relevant entries in the \hideTags\ field. As one example, using this method (and also changing a few animations and fire sounds), I was able to make the M1Carbine with an aperture site, suppressor, box magazine and bayonet work almost flawlessly in MP. The third-person melee animation still shows the player swiping with knife, but the first person animations are fine.

So far, I've made the following weapons work (in addition to the M1Carbine mod):

1. SVT40 + telescopic site + suppressor
2. Ppsh + aperture site + box magazine
3. Type100 + suppressor + box magazine
4. MP40 + suppressor + box magazine

Those are just the weapons I've played around with so far. Screenshots:





edited on Jan. 11, 2009 03:15 pm by ITOE_MC
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