PatmanSan Unlimited

eXtreme+ Modification for Call Of Duty 4: Modern Warfare => X4 COD4 Suggestions => Topic started by: Carny-Dragon on July 20, 2008, 05:40:49 pm

Title: So if I could replace the naplam....
Post by: Carny-Dragon on July 20, 2008, 05:40:49 pm
Napalm is nice.  Great for roastin hotdogs and cookin the enemy.  Had a thought I was discussing the a clan mate.  You guys unlocked the secrets of the AC130 and it's armament.  Here's what I'm wondering is possible.  Call in a smart munitions airstrike.  Explosion would be the same as the 105mm animation and effect.  Ordance would bedropped by aircraft on a specific location selected on the map (as you already can for airstrike/nuke).  As the great Peter Griffin says, "It would be freakin sweet".  I would gladly trade a precision bomb drop for the naplam.  Nothing pleases me more than nuking snipers  :twisted:

Again just a thought!
Title: So if I could replace the naplam....
Post by: Joker{eXtreme} on July 20, 2008, 07:53:34 pm
You could try replacing the FX

maps\mp\gametypes\_hardpoints.gsc

Replace it with this:
level.napalmfx = loadfx ("impacts/ac130_105mm_ir_impact");

**NOT tested just a quick thought**
Title: So if I could replace the naplam....
Post by: PvtGomerPyle on July 21, 2008, 08:32:40 pm
Works pretty cool!!!

Will post some pics when the image upload is fixed
Title: So if I could replace the naplam....
Post by: C20-Dragon on July 21, 2008, 11:53:07 pm
hey thanks for the info..
  I've tried it out and the airstrike comes in drops the bombs but the first one explodes in the air same as the second one, just alittle bit lower.. the third one hits the ground but the player could med himself... but only has about a second to do it before he dies... anyway to lower the distance of the bomb or when they go boom..
  also the aim seems alittle off.. aim at the truck tanker and hit somewhere by the back building.. if there's no way to change the target and where it hits.. is there away to increase the damage radius... :D
  this shot is of the first bomb hitting..
  (http://img168.imageshack.us/img168/9889/shot0009sd9.jpg)

 thanks
   C20-Dragon
Title: So if I could replace the naplam....
Post by: Joker{eXtreme} on July 22, 2008, 12:08:53 am
*LOL*

My post to your question was merely an untested theory -- or guess for lack of a better word.

DoomSlayer can speak better of the Napalm Effects -- as he made them, my suspicion is that it is all in the Effects when you create them in the EFX Manager -- since the 105mm Effect is of a single pinpoint explosion, it would not that the physics of the Napalm.

So futhering your quest on this, is pretty much done at this point.

As for the directionality of the Air Drop, again, that is all Physic.

You pick a Target -- or basically call in a set of Coordinate for an Airstrike.  A couple of fast flying jets come zoooooooooooooooming in and drop their ordinance at the best possible time to attempt to hit your coordinates.

The way the script works, is the the Jet flies in, drops the bomb, the bomb falls not straight down, but at an angle on a decent path to the ground.

When an explosive is static, and explodes, the physics tell us the explosion will be perfect -- basically explode in a perfect circle -- there is no gravity, there is no directionality, there is no velocity

However, in the case of the Airstrike, Napalm, and Nuke, there is in fact gravity, and directionality, and velocity -- so instead of a static explosion with a perfect radius, you now have an explosion where the destructive path MOVES with the gravity & the directionality & the velocity of the falling bomb
Title: So if I could replace the naplam....
Post by: C20-Dragon on July 22, 2008, 09:02:11 am
Thanks for the info.. it was a good idea at least... plus I can't hit a thing with an airstrike anyways :D
Title: So if I could replace the naplam....
Post by: DoomSlayer on July 22, 2008, 10:17:25 am
ok to get this to work open up your napalm.efx go to line 1438

you will see fxOnImpact "extreme/napalm_blast"; change it to

fxOnImpact "impacts/ac130_105mm_ir_impact";

the level effects is all ready set in the hardpoints.gsc so dont worry about that

should work just fine with the changes made if not you will need to compile the

ac130_105mm_ir_impact.efx in the mod.ff

 :D
Title: So if I could replace the naplam....
Post by: PvtGomerPyle on July 22, 2008, 10:43:41 am
Should I leave the change suggested by Joker in the hardpoints.gsc and make the change you suggested in the napalm.efx?

The only place I found the napalm.efx was in the X4 raw files so I would need to compile the change in a new mod.ff.... correct?

Thanks Slayer for the info....
Title: So if I could replace the naplam....
Post by: DoomSlayer on July 22, 2008, 10:52:42 am
well my above post dosent need any scripting unless you want to call for a new or custom fx added if you did change it but this will work with the above post i made

level.napalmfx = loadfx ("extreme/napalm");
Title: So if I could replace the naplam....
Post by: PvtGomerPyle on July 22, 2008, 11:18:37 am
OK.... I'm still cornfused...lol

I guess I just don't know where to look for the file to change. I found the napalm.efx but when I opened it with note pad it was pretty gargled.

And if I'm understanding you correctly the hardpoints.gsc doesn't need to be altered so I can change it back...

I'm still learning so thanks for your patience :wink:  :wink:
Title: So if I could replace the naplam....
Post by: C20-Dragon on July 22, 2008, 06:24:47 pm
if you could just make a dummy guide for me.. not sure where to find the gfx file..  :lol:  I'm always lost, until I'm shown how..  :)
Title: So if I could replace the naplam....
Post by: DoomSlayer on July 22, 2008, 11:01:48 pm
give me a few days and i can put the changed files up for dl ok guys  :D
Title: So if I could replace the naplam....
Post by: Carny-Dragon on July 22, 2008, 11:07:05 pm
Yeah you guys rock.  You've officially made it onto the Christmas card list!
Title: So if I could replace the naplam....
Post by: PvtGomerPyle on July 23, 2008, 08:28:25 am
A few days??? Geezzzz that's an awfully long time Slayer.....
I'm only kidding.....take all the time you need....
You guys are amazing.....
Thanks
Title: So if I could replace the naplam....
Post by: DoomSlayer on July 24, 2008, 06:04:20 am
here is the link for the new files guys you will need to recompile your mod.ff and update your mod.csv with the new fx added

http://www.yourfilehost.com/media.php?cat=other&file=ac130_105mm_IR_impact_fx.rar

you will also need to add this to line 128 of the hardpoints.gsc

level.napalmfx = loadfx ("extreme/ac130_105mm_IR");
Title: So if I could replace the naplam....
Post by: PvtGomerPyle on July 24, 2008, 07:10:59 am
File won't download sir
Title: So if I could replace the naplam....
Post by: DoomSlayer on July 24, 2008, 08:13:23 am
should work fine did you ENTER IMAGE VERIFICATION TO DOWNLOAD

 :D
Title: So if I could replace the naplam....
Post by: PvtGomerPyle on July 24, 2008, 09:35:30 am
Yepper....
Here's the error message I got:

(http://extreme.planetcallofduty.gamespy.com/modules/Uploads-Images/files/PvtGomerPyle/PvtGomerPyle-1216909994.jpg)

Hummm......... :cry:  :cry:
Title: So if I could replace the naplam....
Post by: Carny-Dragon on July 24, 2008, 09:41:21 am
Both C20 and I are unable to download the file aswell.  He's using IE I'm using Firefox and no joy.
Title: So if I could replace the naplam....
Post by: PvtGomerPyle on July 24, 2008, 10:01:51 am
I tried both as well....

Just a note on using Firefox.. No choice when you right click to "save as".
You need to use Internet Explorer..
Title: So if I could replace the naplam....
Post by: PvtGomerPyle on July 24, 2008, 05:00:43 pm
Download is NOW working :D  :D
Title: So if I could replace the naplam....
Post by: C20-Dragon on July 24, 2008, 10:52:02 pm
Quote from: "DoomSlayer"
here is the link for the new files guys you will need to recompile your mod.ff and update your mod.csv with the new fx added
you will also need to add this to line 128 of the hardpoints.gsc

level.napalmfx = loadfx ("extreme/ac130_105mm_IR");


 thanks for the download, but can't find how to open and how to recompile the mod.ff? and where to find the mod.csv? :(
Title: So if I could replace the naplam....
Post by: PvtGomerPyle on July 25, 2008, 08:58:00 pm
First of all you need to get the COD 4 Mod tools and the Extremx4 v2,0 Raw files.

You'll need these to compile the new mod.ff. The mod.csv is located the the ff folder of the X4 raw files.

Google for the COD 4 mod tools and do a search here for the Extreme Raw files.
Title: So if I could replace the naplam....
Post by: C20-Dragon on July 26, 2008, 01:14:38 am
thanks for the info.. I have it to where I can create a new mod.ff.
 question is where are those files coming from? since it ask to point the make modcommand to the activision/callofduty and so on, where the mod tool is located.
 
Is that where I add the csv. file and the fx files that need to be recompiled? or do I add the ff folder to somewhere in the cod directory?

 or does it recompile the folders that are in with the make mod command script ?

 also what do I do to update the cvs file?

 thanks for the help.. :D  learning a little bit now.. :P
Title: So if I could replace the naplam....
Post by: PatmanSan on July 26, 2008, 06:31:53 am
First make sure you can create the stock X4 mod.ff and z_x4.iwd. The instructions in makemod.cmd might be confusing, so we added a little note in the readme.txt

"The makemod.cmd script contains instructions that may not be applicable, because the X4 distribution file is already set up that way. Just check the XDIR_TOOLS variable, edit and save when needed, and double-click makemod.cmd."

Prerequisites:
- COD4 and latest patches installed
- COD4 MODTOOLS installed
- X4 RAW files downloaded

Out-of-the-box Check:- Create a new folder anywhere you like, eg x4raw. Can be on another drive if you like.

- Unzip the X4 RAW files into that folder. You should have the folders x4raw\ff and x4raw\iwd, and the files x4raw\makemod.cmd and x4raw\7za.exe (and a readme.txt).

- Open makemod.cmd in your favorite text editor, and edit line 31 to have the variable point to the folder where the COD4 MODTOOLS are installed. Typically:

set XDIR_TOOLS=C:\Program Files\Activision\Call of Duty 4 - Modern Warfare

No additional modifications are needed in makemod.cmd, ever. As long as the XDIR_TOOLS var is pointing to the correct folder, you should be fine.

- Save the file.

- Double-click it to execute the script. The files should compile without errors.

I will add additional info later. Have to run now...
Title: So if I could replace the naplam....
Post by: PvtGomerPyle on July 26, 2008, 02:56:13 pm
I copied your FX files to the X4raw\tt\fx\extreme and impact folders and changed the hardpoints.gsc to:

level.napalmfx = loadfx ("extreme/ac130_105mm_IR");

Made the new mod.ff , put it on the server and redirect.

When the planes come in and drop...no napalm...only boxes that say inside "MissingFX"  :cry:  :cry:  :cry:

(http://extreme.planetcallofduty.gamespy.com/modules/Uploads-Images/files/PvtGomerPyle/PvtGomerPyle-1217101562.jpg)
Title: So if I could replace the naplam....
Post by: C20-Dragon on July 26, 2008, 03:11:22 pm
thanks for the info PatmanSan

yes same here PvtGomerPyle.. thought I was doing something wrong with the recompile tool... atleast I have that part down now..

 thanks for the help all,
        C20-Dragon
Title: So if I could replace the naplam....
Post by: C20-Dragon on July 26, 2008, 03:32:58 pm
Quote from: "DoomSlayer"
here is the link for the new files guys you will need to recompile your mod.ff and update your mod.csv with the new fx added

 
  I think this is what we are missing the update to our mod.csv with the new fx... not sure just guessing...
Title: So if I could replace the naplam....
Post by: PvtGomerPyle on July 26, 2008, 04:17:00 pm
I think I figured it out

in the X4Raw\tt mod.csv insert the line

fx,extreme/ac130_105mm_IR

I also had to put it the the COD 4 Tools\zone_source mod.csv file

No more BOX..just a BIG 105MM explosion!!!
Title: So if I could replace the naplam....
Post by: PatmanSan on July 26, 2008, 04:32:14 pm
I'm kinda confused. What are you guys trying to accomplish other than replacing the napalm impact FX with the ac130 105mm impact FX?
Joker was right on the money with this:

level.napalmfx = loadfx ("impacts/ac130_105mm_IR_impact");

That effect is already compiled into the stock X4 mod.ff, so there is absolutely NO NEED to edit and/or recompile the raw files.

If I am still missing something after reading this thread twice, please tell me. I am getting old too ya know.
Title: So if I could replace the naplam....
Post by: PvtGomerPyle on July 26, 2008, 04:44:57 pm
Hey... I was just following the thread and thought the concept was "interesting"
I read Jokers early post and understood it then Doom posted.

Quote
DoomSlayer
eXtreme+ Support Crew

Joined: Jul 27, 2007
Posts: 238
 
 Post Posted: Tue Jul 22, 2008 11:17 am

ok to get this to work open up your napalm.efx go to line 1438

you will see fxOnImpact "extreme/napalm_blast"; change it to

fxOnImpact "impacts/ac130_105mm_ir_impact";

the level effects is all ready set in the hardpoints.gsc so dont worry about that

should work just fine with the changes made if not you will need to compile the

ac130_105mm_ir_impact.efx in the mod.ff


So I figured the subject was still alive.

Works great for me now with 105MM blasts in place of napalm..
Title: So if I could replace the naplam....
Post by: Carny-Dragon on July 26, 2008, 04:45:37 pm
The graphics were working fine for the napalm drop replacement, but it was enacting the same physics as a cluster/napalm bomb and the animations/detonation were occuring in the air.  Simply put nobody was dying because the damage was all happening 100ft above the gamefield.
Title: So if I could replace the naplam....
Post by: PatmanSan on July 26, 2008, 05:53:13 pm
Thanks for explaining that. Maybe Doom should chime in to explain if his suggested modifications are aimed on fixing that. To be honest, I don't think that new FX files will change the timing of the explosions or the damage applied to players. As far as I can see the bomb dropping dynamics is handled in _hardpoints. And most if not all of the damage is handled there as well. I will have to dive in, but I wait for Doom's answer first.
Title: So if I could replace the naplam....
Post by: Joker{eXtreme} on July 26, 2008, 07:17:02 pm
Gomer -- got a screenshot?
Title: So if I could replace the naplam....
Post by: PvtGomerPyle on July 26, 2008, 08:23:04 pm
I took these in a map called Knife. NICE big arena so I could see the jet fly in

Here's the canister drop then explosions.....

(http://extreme.planetcallofduty.gamespy.com/modules/Uploads-Images/files/PvtGomerPyle/PvtGomerPyle-1217121506.jpg)

(http://extreme.planetcallofduty.gamespy.com/modules/Uploads-Images/files/PvtGomerPyle/PvtGomerPyle-1217121541.jpg)

I have yet to test it against anything but bots. NO ONE wants to play with me now...lmao
Title: So if I could replace the naplam....
Post by: DoomSlayer on July 26, 2008, 08:33:50 pm
Quote from: "Carny-Dragon"
The graphics were working fine for the napalm drop replacement, but it was enacting the same physics as a cluster/napalm bomb and the animations/detonation were occuring in the air.  Simply put nobody was dying because the damage was all happening 100ft above the gamefield.



i figured you were messing with the fx files cause when i was making the naplam fx the same thing was happing to me fx spawning off the ground thats y i put a new file up for download so you guys wouldent have to go throught all the trouble trying to get it working but for the damage that has nothing to do with the fx at all that is all placed in the script as for the animations/detonation have not relly messed with that but im shure it could be change  :D
Title: So if I could replace the naplam....
Post by: Carny-Dragon on July 26, 2008, 08:47:41 pm
Haha Gomer, thats just wicked awesome!
Title: So if I could replace the naplam....
Post by: PvtGomerPyle on July 26, 2008, 08:57:27 pm
OK...right now I'm trying to determine kill rate. The 105mm hits ground level BUT I'm not seeing bot kills. Then again IF I saw that coming I'd run like hell
too.....

I'll report back later on the kill rate. I know with all other weapons including the ac130 kills are registering but not for the new 105mm drop...
But then again the bots may have been out of range. Guess I need to breed more bots...lmao
Title: So if I could replace the naplam....
Post by: PvtGomerPyle on July 26, 2008, 09:23:40 pm
Well I'm happy to report the kills rate is there. I told a few bots there would be a beer party in the middle of the quad and I even talked Sgt. Carter into hold a big bullseye over his head......

Called in the 105mm strike and ZOOM... BOOOMMMM.....Sgt. carter went bye bye...lmao
Title: So if I could replace the naplam....
Post by: DoomSlayer on July 26, 2008, 10:16:08 pm
the damage range for the cluster strike and the naplam is the same so ya the 150mm fx will be 10 times bigger then the damage range so it will seem like it not killing because the damage range is not as big as the new fx being used but it will kill just not as much as you would like it to lol  :D
Title: So if I could replace the naplam....
Post by: PvtGomerPyle on July 26, 2008, 10:21:16 pm
I got my NUKES set to maximum (as it should be) so don't worry about the rest. I'm happy with it and the visual is awesome!!!
Thanks for your hard work on this one :D  :D
Title: So if I could replace the naplam....
Post by: DoomSlayer on July 26, 2008, 10:21:52 pm
try line 396 in the hardpoints.gsc

return distance2d( point, targetpos ) <= level.artilleryDangerMaxRadius * 1.25; <------ change this


havent tryed this so not shure if this will work  :D
Title: So if I could replace the naplam....
Post by: PvtGomerPyle on July 26, 2008, 10:24:22 pm
What would be the min- max number settings?
Title: So if I could replace the naplam....
Post by: DoomSlayer on July 26, 2008, 10:27:23 pm
max lol i dident look for a min setting let me see  :D
Title: So if I could replace the naplam....
Post by: C20-Dragon on July 27, 2008, 12:38:23 am
Excellent guys... great job and thanks for all the help and info.. here's a SS.
  (http://img510.imageshack.us/img510/2149/105mmairstrikekl7.jpg)

 once again thanks for what you guys do..
      C20-Dragon
Title: So if I could replace the naplam....
Post by: Carny-Dragon on July 27, 2008, 12:41:24 am
To reiterate what C20 said, works fantastic.  Thanks guys for making this file for us, going to have a very excited server population.
Title: So if I could replace the naplam....
Post by: C20-Dragon on August 05, 2008, 02:38:51 am
Hi guys,

was wondering if you can change the message across the screen from when you earn a  Napalm.. it says Napalm across the screen.. to a custom one, like percision bomb strike or 105 airstrike? the hub message I think it's called, not sure..
 
   also when you  kill someone, instead of saying you been burn by napalm, have a custom say there too...
 
 thanks
            C
Title: So if I could replace the naplam....
Post by: Joker{eXtreme} on August 05, 2008, 08:35:27 am
Quote from: "C20-Dragon"
Hi guys,

was wondering if you can change the message across the screen from when you earn a  Napalm.. it says Napalm across the screen.. to a custom one, like percision bomb strike or 105 airstrike? the hub message I think it's called, not sure..
 
   also when you  kill someone, instead of saying you been burn by napalm, have a custom say there too...
 
 thanks
            C


Those are all localizedstrings -- so you will need the RAW files for that.

Once you have those, just go through all the .STR FIles looking for the word Napalm
Title: So if I could replace the naplam....
Post by: C20-Dragon on August 05, 2008, 11:44:11 am
Thanks for the info...

   here are the ss to show you what I mean...
   (http://img137.imageshack.us/img137/7284/messagestrikeeb0.png)

   wondering how to change this... files are extreme str file and obituary str file..

 Thanks Joker
Title: So if I could replace the naplam....
Post by: Carny-Dragon on August 05, 2008, 11:48:41 am
Thanks for all the tips Joker and crew!  If anyone's wondering why the smoke looks funky in the background, thats about 5 smoke nades set off in a 2m radius.
Title: So if I could replace the naplam....
Post by: killswitch08 on August 24, 2008, 11:53:58 am
I’ve been following this thread and have changed the napalm and the nuke to slightly different FX’s.
One of my questions now is how do I go about adding shock and rumble to the air strikes.
The visuals are really cool, but the sound seems kind of flat.

Great mod by the way. I have really been enjoying customizing it to fit our needs.

Nuke impact
(http://jkenzie.smugmug.com/photos/357985107_tTV89-M.jpg)

(http://jkenzie.smugmug.com/photos/357985116_hUmui-M.jpg)

Napalm changed to MK82 500 pounders
(http://jkenzie.smugmug.com/photos/357985139_HhfSV-M.jpg)
Title: So if I could replace the naplam....
Post by: DoomSlayer on August 24, 2008, 12:25:11 pm
in line 901 in the hardpoints.gsc this will up the shellshock for the clusterbomb


radiusArtilleryShellshock( bombPoint, 512, 8, 4);


and line 739 in the hardpoints.gsc will change the shell shock for nuke and naplam


earthquake( 1.4, 0.75, traceHit, 2500 );


also here is a modded _shellshock.gsc with a bit more punch


http://extreme.planetcallofduty.gamespy.com/modules/Uploads-Files/files/DoomSlayer/DoomSlayer-1219598679.rar


 :D
Title: So if I could replace the naplam....
Post by: ReD_BeReT on September 05, 2008, 06:49:53 am
possible to get the files again doom ? or anyone else ?
link is not working for me.