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Zero Alpha 2's Profile
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- Synergy Modding Help/Tips (10 posts)
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In Topic: Synergy Version 44
30 December 2012 - 04:17 PM
The development log says that Bizzareworld and desert strikes were added (though the main page doesn't), but I can't find them anywhere. I was just wondering if these maps were planned on being added. -
In Topic: Black Mesa
07 October 2012 - 10:58 AM
Yes they are, but that doesn't mean weapons can't be replaced. Editing the weapon scripts can change damage, ammo, etc. I am unsure if only the server needs the scripts edited or if both the client and the server need it (I am leaning towards only the server though, could someone test?). But this leaves the problem of how you can change the model of the weapon specifically for that map, as far as I know weapon replacements are there no matter what map you are on.
There might be a hacky way however, if you bsp pack (with pakrat) the weapon models into the map itself (for example, you properly rename (this might include opening the model and textures with notepad++ and replacing model names correctly) but then everyone would need the modified map to download and every map with a lot of weapon models and vtfs included in each (not all BM:s weapon models because some BM weapons simply doesn't have a half life equivalent). A way which might not work is to modify the weapon script (for example weapon_smg1, located directly in the scripts folder) and do this (the way I am doing it probably won't work, as I am only making a brush copy as an example, doing this will probably end up making you hold an error, but I might have done it correctly by chance so feel free to try this):
WeaponData { // Weapon data is loaded by both the Game and Client DLLs. "printname" "#HL2_SMG1" "viewmodel" "models/weapons/v_mp5.mdl" "playermodel" "models/weapons/w_mp5.mdl" //FIXME: "anim_prefix" "mp5" // Don't know how the weapon will react to having that replaced with mp5, feel free to return it back to normal by replacing it with smg2. "bucket" "2" "bucket_position" "0" "bucket_360" "1" "bucket_position_360" "0" "clip_size" "30" "clip2_size" "-1" "default_clip" "30" "default_clip2" "-1" "primary_ammo" "SMG1" "secondary_ammo" "SMG1_Grenade" "weight" "3" "rumble" "3" "item_flags" "0" // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds) SoundData // You can try replacing the below with their black mesa equivalents EX: instead of "Weapon_SMG1.Reload" try "Weapon_mp5.Reload I didn't because doing that might have bad reactions" { "reload" "Weapon_SMG1.Reload" "reload_npc" "Weapon_SMG1.NPC_Reload" "empty" "Weapon_SMG1.Empty" "single_shot" "Weapon_SMG1.Single" "single_shot_npc" "Weapon_SMG1.NPC_Single" "special1" "Weapon_SMG1.Special1" "special2" "Weapon_SMG1.Special2" "double_shot" "Weapon_SMG1.Double" "burst" "Weapon_SMG1.Burst" } // Weapon Sprite data is loaded by the Client DLL. TextureData { "weapon" { "font" "WeaponIcons" "character" "a" } "weapon_s" { "font" "WeaponIconsSelected" "character" "a" } "weapon_small" { "font" "WeaponIconsSmall" "character" "a" } "ammo" { "font" "WeaponIconsSmall" "character" "r" } "ammo2" { "font" "WeaponIconsSmall" "character" "t" } "crosshair" { "font" "Crosshairs" "character" "Q" } "autoaim" { "file" "sprites/crosshairs" "x" "0" "y" "48" "width" "24" "height" "24" } } }
And try that, as long as you have BM mounted it will probably get the right models. Just pack that script into a bsp and see how it will react. Copy the map (.bsp) you guys are testing on and place it directly in the server (only the server for now, don't modify the client yet), then pack the script. Join the server and 1 of 4 things will happen. 1. It simply won't work, without much bugs. 2. You will get a lot of bugs with the smg and might even end up holding an error. 3. You will get kicked for "Map differ's" and 4. It works with some bugs involved. If it doesn't work try placing the modified bsp in the client, then try joining.
I understand what I just wrote is VERY confusing, I will be observing this thread so feel free to ask questions and I will try my best to explain. Also, I think you find damage controls in skill.cfg, see what you can do with that as well.
This will probably require a lot of experimenting, and I don't know if it will even actually work. -
In Topic: What was the most recent version of Synergy before it became Steamworks
09 September 2012 - 03:22 PM
Synergy 2.6 beta? -
In Topic: No NPC Equipment??
09 September 2012 - 03:21 PM
In synergy it was changed to be more efficient. For example, instead of npc_create_equipment weapon_ar2 then npc_Create npc_citizen, you now use npc_create npc_Citizen weapon_ar2 and if you want one with a shotgun its weapon_shotgun instead. -
In Topic: My Creepy Avatar.
20 June 2012 - 09:16 PM
First image I saw reminded me of styrofoam!
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