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> Need help adding a weapon add-on slot
ShadoWarrior
post Dec 1 2005, 08:54 PM
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I've been trying to add a sniper scope (visor) slot to the Desert Eagle. I copied the following from the record for the MSG90:

CODE
;receptacle
PTR 1
Receptacle
Recepts RECORD
inventorypanel STR "Weapon"
ListOfReceptPoint ARRAY 2
INT 1;"Classic muzzle"
INT 22;"Sniper scope"
END_OF_ListOfReceptPoint
END_OF_Recepts

... yet I cannot get the visor slot to show up. Does anyone know what I've overlooked? Has anyone been able to successfully add a slot of any sort to any weapon? (I just noticed that the underbarrel slots I thought I'd added to 2 of the SMGs also don't show up.)


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WiseAvatar
post Dec 2 2005, 01:40 AM
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After a bit of playing around i found the following

you can swap the existing hardpoint for any other ie replace the muzzle with a sniper scope but as you found putting 2 on just gives you the first so i got to thinking what could stop you adding more.

1st port of call was the model files but for the desrt eagle the model file seems to have info for all 3 of the main hardpoint types. So i abandoned that as being a restriction.

Next port of call was the Savegame file

where i came accross this

StoreItem RECORD
count INT 8
shipped INT 0
wasStored BOOL TRUE
Item Item RECORD
itemTemplateStringId STR "Desert Eagle"

Blah Blah

itemReceptacle ItemReceptacle RECORD
items PARRAY 1
PTR 0
END_OF_items
END_OF_ItemReceptacle

Blah Blah

My guess is that this bit the PARRAY 1 is restricting you from having more than 1 addon for the weapon.

This is the entry for a XM8 which has all 3 slots

itemReceptacle ItemReceptacle RECORD
items PARRAY 3
PTR 0
PTR 0
PTR 0
END_OF_items
END_OF_ItemReceptacle

Its late for me and dont have time at the moment to test it but perhaps this is initialised at start of game from the equipment.txt file.

So to test it either start a new game with your mod or edit a copy of your save apply mod and test.

Good luck

Edit: Stayed up and tried it and are now the proud owner of a desert eagle with sniper scope, underbarrel laser scope and accelerator smile.gif
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ShadoWarrior
post Dec 2 2005, 02:29 AM
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Thank you very much, oh wise avatar! I just editing my last save and voila, success.

I'd like to point out to anyone else who wishes to do this that if you have a weapon in a soldier's possession already (ie: not in the general inventory) that you need to do this to, decompose the weapon and return it to inventory first. Then save the game, exit UFO, and edit the savegame. That way all the weapons of the same type get lumped together and you don't have to go hunt for each particular instance of it.


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WiseAvatar
post Dec 2 2005, 06:02 PM
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Just a thought for those people who wont want to mod there savegame file.

You could create a duplicate version of the weapon in the equipment.txt file that has the addon modifications which would enable people to manufacturer a "new" variant of the weapon which would have access to the modded addon slots.

Additionally if you create some "dummy" addon type for each hardpoint you would be able to give all new weapons you include the ability to have the addon slots modded at a later date. This will make future changes compatable with existing save games.

Just a few thoughts for you.
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ShadoWarrior
post Dec 2 2005, 06:05 PM
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A nice idea, Avatar, but I'm too lazy (and having too much fun playing AS) to do that. wink.gif


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