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MW Scripting questions

Posted: Wed Mar 16, 2005 2:35 am
by BulletProof
Hi all,

I originally posted these same questions in another forum (mods-r-us) and didn't really get any where...so I post this again, here.

I'm fairly new to scripting but with the help of this forum, the mods-r-us forum, and TMT forum I've came along way. That and the help from Trinity at Sandbox Soldiers. :P I've managed to convert all of the AA SP maps to MP, including freeze-tag and spawning extra stuff (orbs, vehicles, etc). I've modded quite a few customs as well. After getting done with all of those I decided to take on a bit bigger project, so thats where the questions come in.....

What I'm trying to do is convert Modern Warfare to be playable in Spearhead, including freeze-tag as an option. I know, I know, its for Allied Assault. Well, its going to be for Spearhead too when I'm finished. :P So far so good, just a few items are giving me a hard time.

1) Weapons: I redirected all stock skins to use only the MW weapons. My problem is when a player chooses a British or Russian skin the player doesnt spawn with the primary weapon in hand. They do have it, but spawn empty handed and have to scroll to pull it out. On the other hand, if a player chooses an American skin, or a German skin then all is well. I want to have all stock weapons appear to work just fine so if a player joins our MW server without the MW conversion they can play the stock and custom maps (as long as they have the custom maps) and see the console messages explaining what we are running and where to get the file.

2) Weapon Sounds: All weapon sounds work fine with the exception of reload sounds for three of them. I've looked through the weapon tik files and it appears they all should work. The sounds are in the ubersound.scr as well. The ones I'm having problems with are the M16-M203 (rifle reload sound, not grenade reload), the G-36 reload sound, and the AK47-GP30 (again, rifle reload sound, not the smoke grenade reload sound).

3) Melee: Not all the MW weapons have a secondary feature. What I'd like to do is include the melee to compensate for the lack there of. I've scripted it into a few of the weapons but without success.

4) Grenades: On the secondary attack it seems I cant adjust the cook off time. The grenades take just as long to explode throwing underhand as they do a normal toss regardless of what values I give 'em.

5) Weapon select menu: If a player joins the allies, regardless of which skin, and gos to the select weapon screen, you get the MW updated menu showing all the new weapons. If a player chooses the axis team and goes to the weapon select menu, nadda. All they get is the normal SH weapon selection menu, not the MW updated. I have torn through all the urc files and I am unable to find the specific one that directs either team to the weapon selection screen.

One other question not related to this conversion. I've been following the thread on Cobras WTC map. Any ideas when it may be available? I would really love to add it to this conversion prior to releasing this new mod.

I think thats about it for now. I know its alot of questions for a first post but I'm hoping some of you may have seen or experienced some of these issues at some point. That and I thought this was the best forum to come and ask considering some of the MW scripters visit this forum. :-)

For those of you that read all the scripting forums from site to site I'm sorry for the somewhat duplicate post. I'm just looking for help. ;-)

?XI??ulletPr??f

Posted: Wed Mar 16, 2005 2:41 am
by lizardkid
ok, a good goal and looks like some hearty problems..

1) i think you need to put a keyword of Russian or British in the gun, so replace the sten, enfield, mosin nagant etc with the appropriate weapon and put that keyword in. i don't remember it right offhand but it should be in the .tik somewhere visible.
2) dont know.
3) i nthe weaponry definition part of the .tik there's a primary and secondary fire, say in pistol is has primary with a fastbullet and secondary bash. put the secondary of whatever gun you want to bash and give it values.
4) No idea, a grenade pin pulled is a grenade pin pulled to me. i would have thought they'd blow jsut as fast.
5) is there a script or localization for it or something? have you checked shaders?

Posted: Wed Mar 16, 2005 6:51 am
by Grassy
Also look for entries that use "dmbulletspread" or "dmprojectile" in the scripts as these are not known by SH, just remove the "dm" bit.
I found this out some time ago modifying JV's vehicle thinker to work in SH. Good luck with it, big job! :-)

Grassy.