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Author Topic: Looking for help again  (Read 1324 times)
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Mr. Lothario
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« on: April 24, 2003, 01:52:36 am »

     I realize that you guys probably can't help me, but I figured that I'd try again anyway.

     I am creating a small weapon mod. I have added five pistols, all of which work fine. I am trying to add two more pistols (an H&K Mark23 .45 SD, and an H&K USP .40 SD), but I cannot get them to work properly. When a kit containing either of those guns is selected in the multiplayer screen, the game usually crashes. When it does not crash, the kit is shown with !find key[] as its name, an incorrect ammo amount, and the model is not shown in the soldier's hands.

     I am currently trying to debug the mod to find where the problem is coming from, but I'm having no success. I have only the .45 SD + ammo kit (and none of the other pistols) enabled in my restrictions file. If I change the .kit to point to a different .gun, it works perfectly. If I copy the .gun file which just worked, name the copy hk45SD.gun, and point the .kit to the copy, the game crashes. My hk45SD.gun file never works, no matter what its contents are. Does Ghost Recon have a bug regarding .gun file names? Does Ghost Recon crash if more than one .gun file is referencing the same name in the strings.txt file or the same .qob file? Does this problem ring any bells out there? I'm going slightly mad trying to figure out where this seemingly random behavior is coming from, so help would be greatly appreciated.
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Mr. Lothario
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« Reply #1 on: April 24, 2003, 04:22:31 am »

     P.S. Is there any way to add the binocular's rangefinder to other equipment items?
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"How is the world ruled and how do wars start? Diplomats tell lies to journalists and then believe what they read." - 19th-century Austrian press critic Karl Kraus

Rule 37: "There is no 'overkill'. There is only 'open fire' and 'I need to reload'". -- Schlock Mercenary
Cocobolo
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« Reply #2 on: April 24, 2003, 05:18:07 pm »

You have an error somewhere in the .gun or kit fle for the one that crashes. Could be a typo, or maybe you forgot to put the ".qob" on the end of the gun's filename in the gun file, etc. I'd re-make the gun file, based on one of a similar caliber that works (so you don't have to re-do all the ballistics), and just swap the model's filename and the sounds filenames.
You can assign mostweps whatever reticule ou want, but I'm not sure about he rangefinder ret. Those rets are not the same size/dimensons as the normal gun rets. Look up the binoc's item file and see if it has the binoc ret listed in the file, and if it does, give adding it to another gun a shot and see if it works! Wink
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Mr. Lothario
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« Reply #3 on: April 25, 2003, 06:56:50 am »

     OK, I solved it. The problem was, my files were named "hk45SD.xxx". I changed the names to "hk45sd.xxx" and now the gun works perfectly. I just knew it was going to be some stupid Red-Stormy flaw in the programming. Come on, people. Pass the strings through a toUpper() or toLower() function before you parse them. Sheez. Anyway, thanks for the help, Coco. You got me on the right track to find the problem.

     EDIT: Coco, I just read another thread in which you said that you don't use IGOR. How do you calculate the ballistics for your guns? I haven't been able to find an explanation of what the three VelocityCoefficients and the two KillCoefficients represent, and thus my ability to balance the guns I'm making is rather... limited. If you could explain or link me to an explanation, I'd be grateful. Thanks.
« Last Edit: April 25, 2003, 07:04:46 am by Mr. Lothario » Logged

"How is the world ruled and how do wars start? Diplomats tell lies to journalists and then believe what they read." - 19th-century Austrian press critic Karl Kraus

Rule 37: "There is no 'overkill'. There is only 'open fire' and 'I need to reload'". -- Schlock Mercenary
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« Reply #4 on: April 26, 2003, 12:08:00 am »

I usuall7y don't make the gun files as far as ballistics, that's one of the things that Cobra does. He's been the ballistics guru here since he came in on HKITD.
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Mr. Lothario
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« Reply #5 on: April 26, 2003, 10:55:35 am »

     Ah, I see. Well, hopefully he'll read this and be willing to give me a better idea of what the five numbers actually represent. One other thing I'd like to find out: when you plug numbers into IGOR's weapon editor (Vc0...Vc2, Dc0, Dc1), does the finished .gun file simply contain those exact numbers, or is IGOR doing math on them?

     EDIT: Would someone please enter the following figures into IGOR's weapon editor and then paste the resulting .gun file? I think that's the simplest way to find out what I need to find out.
     Vc0: 908.6 || Vc1: -0.81774 || Vc2: -0.0009086 || Dc0: 1.31 || Dc1: 0.011

     Thanks. : )
« Last Edit: April 27, 2003, 02:54:14 am by Mr. Lothario » Logged

"How is the world ruled and how do wars start? Diplomats tell lies to journalists and then believe what they read." - 19th-century Austrian press critic Karl Kraus

Rule 37: "There is no 'overkill'. There is only 'open fire' and 'I need to reload'". -- Schlock Mercenary
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