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Porting Guns

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Created 9 years ago
by elichvatal
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So Im New to portig guns but if i wanted to delete ALL WAW guns in put in mutiple different guns would that work?Would I just delete the weapon file and the scripts in zombiemode_weapons. Any help and I mean ANY help is SUPER appreciated. Thanks to all who will help in advance :D  Also i add like 2 guns and i get a 1600 loadedsound effects error
Last Edit: April 24, 2015, 03:54:57 am by elichvatal
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So Im New to portig guns but if i wanted to delete ALL WAW guns in put in mutiple different guns would that work?Would I just delete the weapon file and the scripts in zombiemode_weapons. Any help and I mean ANY help is SUPER appreciated. Thanks to all who will help in advance :D
If you want to remove all guns from a map, I would personally placed them in a new folder: GUNS THAT AREN'T BEING USED in case you want to add them again. Then in _zombiemode_weapons remove the weapons and the same in dlc3 code. Also with porting guns, you will want sounds so just remove the sounds in the weapons file in raw/soundalias with placing a "#" in front of sounds you don't need.

Double Post Merge: April 24, 2015, 04:00:22 am
Once Again, for sounds place a # in front of sounds you don't want in the weapons soundalias in raw/soundaliases
Last Edit: April 24, 2015, 04:00:45 am by GerardS0406
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If you want to remove all guns from a map, I would personally placed them in a new folder: GUNS THAT AREN'T BEING USED in case you want to add them again. Then in _zombiemode_weapons remove the weapons and the same in dlc3 code. Also with porting guns, you will want sounds so just remove the sounds in the weapons file in raw/soundalias with placing a "#" in front of sounds you don't need.

Double Post Merge: April 24, 2015, 04:00:22 am
Once Again, for sounds place a # in front of sounds you don't want in the weapons soundalias in raw/soundaliases
  Thx, also do know how to make a pap'd version of the gun? whenever i delete the scripts i get a bad syntax error :-\ any help
Last Edit: April 24, 2015, 04:33:29 am by elichvatal
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If you are not using waw guns I would just replace them with the new ones. Keep the names, make yourself a table that says, thompson = this gun, and mg42 = this gun, for your own reference. Then you don't have to worry so much about removing and changing everything. Backup stuff of course in case you change your mind down the line. Overwrite your current weapon files with your new weapon files. When the weapon files are loaded it will pull in the necessary stuff.

If you don't want to do that, then do what GerardS0406 said, remove the weapon from dlc3_code, and zombiemode_weapons gscs. In those two will be include_weapon(weaponame.....) and add_zombie_weapon(weaponname.....). Get rid of sound aliases.

So Im New to portig guns but if i wanted to delete ALL WAW guns in put in mutiple different guns would that work?Would I just delete the weapon file and the scripts in zombiemode_weapons. Any help and I mean ANY help is SUPER appreciated. Thanks to all who will help in advance :D  Also i add like 2 guns and i get a 1600 loadedsound effects error

For the fx, you prob haven't done the singles fix yet. You can also do an ignore file then and some more advanced options.
See here
Last Edit: April 24, 2015, 12:11:05 pm by MakeCents
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If you want to remove all guns from a map, I would personally placed them in a new folder: GUNS THAT AREN'T BEING USED in case you want to add them again. Then in _zombiemode_weapons remove the weapons and the same in dlc3 code. Also with porting guns, you will want sounds so just remove the sounds in the weapons file in raw/soundalias with placing a "#" in front of sounds you don't need.

Double Post Merge: April 24, 2015, 04:00:22 am
Once Again, for sounds place a # in front of sounds you don't want in the weapons soundalias in raw/soundaliases
  Ive done this but i still get a 1600 loaded sound assists
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  Ive done this but i still get a 1600 loaded sound assists
Did you compile map as well  :P and if it still gives error then you need to get rid of more sounds
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no i didnt compile, ill try now. thanks :)
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You may also have to delete your mod in in the activision folder before you build your mod again... Not sure why, but happens all the time. More with fx though.
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You may also have to delete your mod in in the activision folder before you build your mod again... Not sure why, but happens all the time. More with fx though.
I never needed to do that  :P
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i added the scavenger and i get a 400 fx error. what can i delete and what has to stay
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i added the scavenger and i get a 400 fx error. what can i delete and what has to stay

In my first post is a link with the answers.

I also notice that the error comes up when you have a weapon in your mod that isn't in your raw, prob something to do with fx not in raw that is in mod maybe, fyi.

Edit: I've learned you can include the weapon in your mapname.csv instead of having it in raw, but might be the same issue if you didn't... Haven't tested to find out.
Last Edit: April 25, 2015, 06:25:00 pm by MakeCents
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I also notice that the error comes up when you have a weapon in your mod that isn't in your raw, prob something to do with fx not in raw that is in mod maybe, fyi.

I doubt that as i dont have any of my weapon file's in raw, and my map still runs  :)
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I doubt that as i dont have any of my weapon file's in raw, and my map still runs  :)

^^ Neither do I
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I doubt that as i dont have any of my weapon file's in raw, and my map still runs  :)

Do you add the fx in another way then? I'll message you, I don't want to hi jack the thread.

I wonder why adding the weapon file I was missing, then recompiling, fixed my fx error... Strange things...
Last Edit: April 25, 2015, 03:26:26 pm by MakeCents
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If you are not using waw guns I would just replace them with the new ones. Keep the names, make yourself a table that says, thompson = this gun, and mg42 = this gun, for your own reference. Then you don't have to worry so much about removing and changing everything. Backup stuff of course in case you change your mind down the line. Overwrite your current weapon files with your new weapon files. When the weapon files are loaded it will pull in the necessary stuff.

If you don't want to do that, then do what GerardS0406 said, remove the weapon from dlc3_code, and zombiemode_weapons gscs. In those two will be include_weapon(weaponame.....) and add_zombie_weapon(weaponname.....). Get rid of sound aliases.

For the fx, you prob haven't done the singles fix yet. You can also do an ignore file then and some more advanced options.
See here
So i did this and it worked but i added the peacekeeper and i get the fx error again. did all the steps and compiled and and built mod and it still dosent work

 
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