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Making room for raygun mark 2

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Created 11 years ago
by pcmodder
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I have obtained a raygun mark 2 folder from Mr Dunlop and have tried to install , my map is using UGX mod. When the ray is installed it will error on 400 FX limit.

Does anyone know how to remove just enough guns from current UGX to make room for this mark 2 . I could replace it for an MG or 2 if needed as long as the mark 2 can fit :)

Thanks
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You don't have too many guns, you have too many FX's, there should be a tutorial in General help - Scripting - Tutorials
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I have obtained a raygun mark 2 folder from Mr Dunlop and have tried to install , my map is using UGX mod. When the ray is installed it will error on 400 FX limit.

Does anyone know how to remove just enough guns from current UGX to make room for this mark 2 . I could replace it for an MG or 2 if needed as long as the mark 2 can fit :)

Thanks

I don't know exactly how the ugx mod works, but if it has raw weapons and weapons in your mods folder, you can remove fx that are duplicated, except for one use, in the weapons you have for your map from the weapon files in raw. As long as you leave one occurrence in the files used, and not edit your mods folder weapon files, it will use less fx. If you remove all occurrences of an fx, you will continue to get that fx error, as long as the weapon file is in raw.
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I managed to get the game to load without the FX error ( after removing zombie eye glow ) , but now the mark 2 does not show up , even when i do the "give all" console command.

I added all the correct files to raw and mods / mapname and added

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weapon,sp/mark2
weapon,sp/mark2_upgraded
xmodel,viewmodel_mark2
xmodel,viewmodel_mark2_upgraded
viewmodel,raygunmark2_ads_down
viewmodel,raygunmark2_ads_fire
viewmodel,raygunmark2_ads_up
viewmodel,raygunmark2_fire
viewmodel,raygunmark2_idle
viewmodel,raygunmark2_pullout
viewmodel,raygunmark2_putaway
viewmodel,raygunmark2_sprint_in
viewmodel,raygunmark2_sprint_loop
viewmodel,raygunmark2_sprint_out
viewmodel,raygunmark2_first_raise
viewmodel,raygunmark2_reload

to mod.csv. I am pretty sure that would be all the steps  to add the gun? Thanks
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I doubt this is your issue, but it is not viewmodel,ray.... it is xanim,raygun...., (i doubt cause I am told it isn't needed when done right) and you don't seem to have a world model, but also nothing to do with that. Its prob something to do with ugx, and your not adding it the way they need it. Typically you add it to zombiemode_weapons and dlc3_code. Not sure if UGX mod the same.
Last Edit: August 05, 2015, 06:28:28 pm by MakeCents
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If i am correct it only needs to go into the ugx_guns.iwd , then into maps then zombiemode_weapons.gsc is in there. I will try add it to my dlc3 in raw see if that helps thanks
Marked as best answer by pcmodder 11 years ago
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If i am correct it only needs to go into the ugx_guns.iwd , then into maps then zombiemode_weapons.gsc is in there. I will try add it to my dlc3 in raw see if that helps thanks

For ugx mod you need the weapon-file in the ugx_guns.iwd, and the _zombiemode_weapons you need to edit is inside the ugx_mod.iwd ( any script that is in one of the .iwd's you need to edit in there, putting an edited version outside of the .iwd in your mods-folder wont work it will use the one in the .iwd.. )
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for now, why not just remove the fx from the weaponfile

 
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