PatmanSan Unlimited

eXtreme Modification for Call Of Duty United Offensive => eXtreme UO Support => Topic started by: utdfederation on October 22, 2009, 12:18:13 pm

Title: utdfederation
Post by: utdfederation on October 22, 2009, 12:18:13 pm
hello guys.

was wondering what particular setting would i need to alter in the weapon file to increase the sniper rifles range.also what would the value be set to.
reason i ask is some of our maps the bullets are not reaching the enemy from one side of the map to the other.

this would be for the: eXtreme UO RCX Final mod

would appreciate any advise please on how to make the changes.
Title: Re: utdfederation
Post by: PatmanSan on October 22, 2009, 04:17:55 pm
In COD2 the long range rifles are changed from bullet based to projectile based to overcome this problem. It could be the same for UO, but I'm not into UO modding, so I really don't know for sure.

So I can tell you what we did for COD2 weapons files, like the scoped Enfield (enfield_scope_mp):

We changed the weapon type
from
weaponType\bullet
to
weaponType\projectile

We changed to ADS zoom base value
from
adsZoomFov\15
to
adsZoomFov\0

We added these mandatory projectile settings to the long range version:
\projectileSpeed\30000\destabilizationBaseTime\0.1\destabilizationTimeReductionRatio\0.1\destabilizationAngleMax\0\destabilizeDistance\100000
Title: Re: utdfederation
Post by: utdfederation on October 22, 2009, 05:20:38 pm
thanks for the speedy reply patmansam greatfully appreciated.

i'm 90% sure that the weapon settings are indeed the same for uo.
so i will give it a shot and report back.

thank you sir
Title: Re: utdfederation
Post by: PatmanSan on October 22, 2009, 05:55:03 pm
It would be great if the story would end here, but there's a second part...

If UO takes the modified weapons files, the projectile based rifles will fire...hmmm, how surprising... projectiles.

In COD2 that resulted in two things:
1. You get a big boom on impact
We fixed that by changing two files:

We added a modified iw_impacts.csv in the iwd (fx folder; it's an optional mod, because it will make any projectile based weapon lose the "boom", like the panzerschreck).
We changed to "rocket_explode" section to use the same effects as the "bullet_small_normal" section.

We added a new iw_sound2.csv to disable the explosion sounds. Again, this will affect all projectile based weapons. All rocket explosion sound aliases were disabled by adding # in front of them. Here's an example:

#Rocket Explosions,,,,,,,,,,,,,,,,,,,,,,,
#rocket_explode_default,1,explosions/grenade_explo01.wav,0.88,0.93,explosion,0.8,1.2,300,7800,voice,,,,0.5,,,,,,,,,0.5
#rocket_explode_default,2,explosions/grenade_explo02.wav,0.88,0.93,explosion,0.8,1.2,300,7800,voice,,,,0.5,,,,,,,,,0.5

2. There is no "hitloc" anymore, meaning you will die when shot in the little toe.

We fixed that by intercepting the damage threads for these weapons, calculating a new hitloc based on body markers (which we put there when a player spawns), and modifying the actual damage based on the result.
This part involves alot of coding. No easy way to do it, when you want to do it right.
Title: Re: utdfederation
Post by: Joker{eXtreme} on October 22, 2009, 07:56:39 pm
Here is the insides of a weapon file I made years ago Long Range for UO

EDIT (Pat): code removed. Text crippled because \ n (without the space in between) is treated like a line break
Title: Re: utdfederation
Post by: utdfederation on October 24, 2009, 08:51:09 am
thanks for your help there guys.

joker....that script you posted works but when you fire, the shots return to where i shot from and a grenade explosion goes off.

just thought i'd let you know.
Title: Re: utdfederation
Post by: utdfederation on October 24, 2009, 09:53:42 am
ok sam...
i get what your saying about the hitloc but that don't really matter to us as i believe that all snipers should be 1 shot 1 kill anyway.

and the other thing is...it's a sniper server also with no rockets turned on so again that don't matter about setting up the sound effects.

but.....
i do have grenades activated and when i shoot the rifle you hear the grenade sound on impact so i need to change that.
Title: Re: utdfederation
Post by: PatmanSan on October 24, 2009, 01:44:48 pm
Quote from: "utdfederation";p="30785"
ok sam...

Let's wait for Sam to arrive...
Title: Re: utdfederation
Post by: utdfederation on October 24, 2009, 06:52:54 pm
sorry i meant patman san
Title: Re: utdfederation
Post by: PatmanSan on October 24, 2009, 09:59:51 pm
I have to reinstall UO and the mod to test the modifications.
That involves searching for the DVD.. or was it CDs? I hope the dust mites didn't eat it  :lol:
Title: Re: utdfederation
Post by: utdfederation on October 25, 2009, 07:53:45 am
Patman San i appreciate everything you are doing my friend...

reason i'm requesting your help on this issue is because there are some maps are really nice but you can't shoot right accross the map to kill the enemy.
i mean no disrespect when i say...i know that UO is an old game but i'm supprised that no one has managed to create a mod with long range sniper settings.

the extreme mod is an excellent mod don't get me wrong, just supprised about that added feature really.
it amazes me how many people still play UO as well.considering not everyone has the cash to upgrade their machines.

Am i correct in saying that codmw2 is not going to be able to run on a dedicated server?
my 15 year old son said he read something somewhere that they were not going to include the server files or something like that, are you able to shed some light on that issue also?

again appreciate everything you are doing

utd
Title: Re: utdfederation
Post by: Lothegard on October 25, 2009, 12:06:31 pm
There will not be any dedicated server support. look at our main page fore some info, www.mycallofduty.com
Title: Re: utdfederation
Post by: PatmanSan on October 25, 2009, 06:14:34 pm
I made projectile based versions of the kar98k_sniper_mp, mosin_nagant_sniper_mp and the springfield_mp. Let me know if I missed one.
Just add the weapon files to the mod (x_treme_weapons_RCX.pk3 or a new pk3, like z_lrrifles.pk3).

LINK (http://patmansan.duckdns.org/smf/files/cod1uo-lr-rifles.zip)

There's no need to edit any of the csv files. They have built-in default impact fx.
Currently they have increased zoom, sway disabled and rechamber while ads.

Tested on ASP_Battlefield, which is pretty large I think.

If you want obituary messages for sniper kills, open extreme\_ex_killobit.gsc

Look for line:
obitad(attacker,atname,atcolour,"sniperkills",viname,vicolour,"sniperdeaths",undefined);

Change that into:
obitad(attacker,atname,atcolour,"sniperkills",viname,vicolour,"sniperdeaths","sniper");
Title: Re: utdfederation
Post by: utdfederation on October 26, 2009, 02:10:08 pm
Patman San....you the man

it works just dandy.

many many thanks for your time on this little project buddy...greatfully appreciated.

thank you
Title: Re: utdfederation
Post by: utdfederation on October 26, 2009, 06:38:03 pm
only 1 thing missing now Patman San.

when i shoot someone...the person i hit there is no bullet hit sound. or rather flesh hit sound. it's just silent.

what would i add to the weapon script for this to work?
Title: Re: utdfederation
Post by: PatmanSan on October 27, 2009, 10:05:03 am
I tried, but I can't get it to play flesh hit sounds or blood effects.
By overriding the impact fx, I can get it to play different fx for different surfaces, but it seems to ignore "flesh".
Probably because projectile based weapons have no "hitloc" support.
Title: Re: utdfederation
Post by: utdfederation on October 28, 2009, 12:30:22 pm
ok.

well thank you for trying anyways.

again i appreciate all you have done considering you went to all this trouble to help me out.
thank you

your a gentleman sir