weapons.def & syntax

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weapons.def & syntax

Postby WarBirD » 01-06-2007 05:03 PM

Hi, is there a manual or something that explains all the values in .def Files ?

Changing values is fine, but its necessary to actually know what I am doing there. ;)

Could someone please help me ?
Thx

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Postby smoke10 » 01-06-2007 05:15 PM

nova made one for bhd its w/ the bhd mod tools
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<a><img></a>
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Postby smoke10 » 01-06-2007 05:17 PM

// Weapons index - Black Hawk Down
//
// all fields between 'weapon' and 'end' are optional
//
//
// weapon "<weapon>"
// category <#> // which key, 0-9 the weapon falls under, defaults to 0
// rank <#> // which rank under that key the weapon falls under
// statid <#> // unique number
//
// round_type <ammo> // name of round defined in ammo.def
// clipsize <#> // number of rounds in a clip (used to trigger action "reload")
// startrounds <#> // number of starting rounds for weapon
// launchuserpoint <ups> // userpoint to launch the round from
// ammoclass <ammo> <#> // ammo type to subtract from when fired, number to subtract
// classrounds <char> </override> for the following graphics are:
// nocheckdepth ignore zbuffer
// gfx1 <3di> <flags> // first person weapon 3di name
// gfx3 <3di> <flags> // third person weapon 3di name
// gfxhands <3di> <flags> // first person hands
//
// pos <x> <y> <z> <phi> <theta> <psi> // used for first person weapon offsets and angles
// tpos <x> <y> <z> <phi> <theta> <psi> // used for first person weapon offsets and angles during tweening
//
// scope_max_zero in clicks and meters per click the max range the scope can adjust to.
// 10 clicks 50 meters per click 300 meters initial setting
// scope_max_mag maximum magnification of the scope
//
// Hud Data
// the tga's must have dimensions that are factors of 2
//
// x offset y offset tga filename
// the x and y offsets are relative to the clip position set in hudpos.def
// hudclipgfx 0 4 ammo4_a1.tga // entire clip
//
// x offset y offset x step y step tga filename
// the x and y offsets are relative to the clip position set in hudpos.def
// the x and y steps are the ammount to change the x,and y position
// for each additional round in the clip
// also if the rounds are 1 to 1 or 2 to 1
// hudrndgfx 0 0 0 20 2 ammo_556.tga // top cartrige in clip
//
// crosshair <file> // 24 bit with alpha for crosshair shape overlay
// hudicon <file> // 24 bit with alpha icon in the hud for the weapon
//
// ********************
// IMPORTANT!!!
// ********************
//
// loadout_selectable either 1 or 0, whether or not this weapon should be displayed in the loadout selection screen
// loadout_subclasses number of "subclasses" this weapon has...
//
// for example, the Car15 w/M203 would have 3 modes, but we don't need to show all 3 in the menu!!!
// so, on one mode of this weapon, we set "loadout_selectable 1" and "loadout_subclasses 2"
// then we follow this mode immediately with the other two modes so they all get loaded properly!
//
// Currently, this affects the Car15, Car15M203, M16, M16M203, Satchel
//
// ********************
// END IMPORTANT!!!
// ********************
//
// sights <file> (position on screen ulx,uly,lrx,lry) <drawmode> <extra>
// select one drawmode: blend, add, multiply, blendat, addat, multiplyat
// <extra> scale,slide
// adding the scale parameter will scale the texture based on the
// current dot size setting (used for the red dot)
// adding the slide parameter will slide the texture vertically based
// on the current scope zero value (used for the m203) pixels per
// click in scope_max_zero
//
//
// loadout_menu_icon <file> //24 bit with alpha icon for the loadout menu
// loadout_menu_textid <text> in gametext.rc WepDes group
// weapon_class primary | secondary | accessory | grenade
// attachtextid <text> used for emplaced weapon attach point tag strings
//
// these error ammounts will override the error in the ammo.def
// mp fire messages (include/do not iclude) the error, it (is not/is) computed by the server)
// error_hip # // variance from direct center in degrees I.E. 3.5 when fired through action code and not sighted or scoped
// error_up # // variance from direct center in degrees I.E. 3.5 when fired through action code while sighted or scoped
//
// animcal <bones> // used as calibration for 3m31di bones
//
// soundhead soundset to play at start (plays along with the loop, and once per auto fire
// soundfireloop lp_gs_20mmext looping sounset to play
// soundtrailoff GS_20MMTAIL soundset to play when stopping the looping soundset

// flags <flag0> // possible flags(case insensitive):
// Scoped // the weapon supports a scoped view
// Underwater // works underwater
// AutoLob // tells the computer to compute the lob angle based on target point
// NoClipsNoDraw // if no more clips, dont draw 1st person
// Burst // fires in burst mode (always three)
// NotDropable // weapon cannot be dropped
// Emplaced // this is an emplaced weapon
// Auto // weapon is fully automatic fire
// norangecheck // the range check for anti cheat is ignored
// Sighted // the weapon supports a sighted view
// Primary // this weapon is considered a primary weapon class
// Secondary // this weapon is considered a secondary weapon class
// Sniper // this weapon is considered a sniper weapon...get extra score if you use it successfully
// OkWhileJumping // this weapon may be fired while jumping
//
// charfilter <flag0> // possible flags (case insensitive)
// cqb // cqb is allowed to carry this weapon
// medic // medic is allowed to carry this weapon
// sniper // sniper is allowed to carry this weapon
// gunner // gunner is allowed to carry this weapon
//
// action <action> // idle, fire, recoil, reload, empty, switchto, switchfrom
// soundset <soundset> // soundsetend to play at start of action
// soundsetend <soundsetend> // soundsetend to play at start of action
// particle <particle_id // particle effect to trigger at end of the start delay
// delaystart <#> // how long after starting this action to wait before actually performing the action
// delayend <#> // how long after performing the action to stay in this action (in frames, 62 frames per second)
// anim <bones> // anim to trigger during action (animcal must be defined)
// function <action> // usually wpn_std_... (idle, recoil, etc.)
// // other fire functions:
// // wpn_fire_manadraw <mana_cost>
// // - weapon costs mana to fire
// // wpn_fire_mana2hp <mana_cost> <hp_to_mana_ratio>
// // - fire converts mana to hp, mana_cost*hp_to_mana_ratio = hp gain
// // wpn_fire_charge <mana_cost>
// // - weapon cost mana to fire, player holds down button, fires on release
// ctrlreg <cr> // loop the control register during this action
// ctrlreginc <speed> // amount to increment the control register per frame
// particleuserpoint // userpoint to emit particles
// end
// end
//
// when player presses mouse button, the fire action is triggered
// if the weapon fired the recoil action is triggered
// if the weapon didn't fire (no rounds or no mana) empty action is triggered
// after recoil, if its the end of a clip the reload action is triggered
// switchfrom is triggered when switching away from the weapon
// switchto (of the new weapon) is triggered after switchfrom
//
////////////////////////////////////////////////////////////////////////////////////////
<img>
<a><img></a>
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Postby WarBirD » 01-06-2007 07:39 PM

Thx, another thing that I would like to know, where is the voice commands in the game ? I mean, there must be a file like maybe a .def where the voice commands, what they display in text and which soundfiles do play then.

Anyone knows where that is ?
Thx.

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Postby Xx_jet_xX » 01-13-2007 01:02 PM

Theres the messages in a .bin file, and the sounds i believe are in either an .lwf, or a .dbf file someplace.
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Postby UMS.Infa » 01-01-2009 03:17 AM

A cording some JO squads this weapon.def is a hack, but sins you can download it everywhere even at DFR = Delta Force Reloaded
UMS is using it, we like this weapon def and we are a Co-Operative squad,

We will do everything in our Power to make other people believe that its not a hack but just a fine tool to play with
:D
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The Clock!! is ticking


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Postby BuLL » 01-01-2009 03:16 PM

What weapon def are you referring to?
There ain`t a modified version in this thread!
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Postby ShadowZ » 05-05-2009 08:37 PM

UMS.Infa wrote:A cording some JO squads this weapon.def is a hack, but sins you can download it everywhere even at DFR = Delta Force Reloaded
UMS is using it, we like this weapon def and we are a Co-Operative squad,

We will do everything in our Power to make other people believe that its not a hack but just a fine tool to play with
:D


...Um, as Far as I know, the instant that you try going into any server while you have any files such as .def's, etc, You'll be instantly kicked from the server.
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