Posted by: evilhobo - Friday, September 28, 2007 12:59:50 AM
well, i've been playing around with map.ini 's and have found that you can't override weapons found in weapons.ini. However, you can define new weapons. I am looking to change the behavior of the flahsbang so it acts more like a molatav cocktail, however, i am running into a few problems. firstly, in map.ini i have defined a new weapon called RangerFlashBangGrenadeWeapon2 which is an EXACT copypaste of RangerFlashBangGrenadeWeapon. i have then added; Object AmericaInfantryRanger WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY RangerAdvancedCombatRifle Weapon = SECONDARY RangerFlashBangGrenadeWeapon2 AutoChooseSources = PRIMARY FROM_SCRIPT FROM_AI DEFAULT_SWITCH_WEAPON AutoChooseSources = SECONDARY FROM_SCRIPT FROM_AI WeaponLockSharedAcrossSets = Yes ; This set is so similar to the default set that it can hold the weapon lock End End Now this seems to work, as i tweaked the amount of damage dealt by flashbang2 and it does work in game. HOWEVER, graphics don't. The flashbang projectile does not draw, nor do any explosions. is there something i've missed? under the weapon falshbang2, i'm using the original ProjectileObject = RangerFlashBangGrenade so why doesn't it draw this? ProjectileDetonationFX = WeaponFX_RangerFlashBangGrenadeDetonation also fails to draw the detonation animation. why is this? is there any other way to tweak weapon parameters without having to define a new weapon? thanks for any help evilhobo