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Guest KH Jedi Knight 1

Coop server problem

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Guest KH Jedi Knight 1

ok everytime i host a coop server it is laggy when i go into my own dm server there is no lag.just wondering if any body knows anything which could help?

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The CO-OP is more resource intensive (AI characters etc) so it would obviously take more from the server box hosting.

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On a dedicated server setup I keep getting, "ERROR - The Config file has no maps selected." I used a Hex-editor to open "autoexec.cfg but found no visible errors. Has anyone encountered this before?

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On a dedicated server setup I keep getting, "ERROR - The Config file has no maps selected." I used a Hex-editor to open "autoexec.cfg but found no visible errors. Has anyone encountered this before?

 

 

yup you either have no default campaign file under your campaigns folder for CO-OP or you are missing your COOPMISSIONS.TXT file

 

A COOPMISSIONS.TXT Should contain the following (copy the text and save it as COOPMISSIONS.TXT and place it in your No One Lives Forever 2 folder)

 

/************************************************************************

**

** M I S S I O N

**

** Mission definitions specify what levels are in the game. The

** ordering of the missions are the same as they appear in this file

** (Mission0, Mission1, Mission2, etc.)

**

** All mission definitions should contain the following properties:

**

** NameId (Integer)

**

** The Id (stored in CRes.dll) of the text string containing the

** name of the mission.

**

** DescId (Integer)

**

** The Id (stored in CRes.dll) of the text string containing a

** brief description of the mission.

**

** ObjectiveIds (String)

**

** A comma separated list of Ids (stored in CRes.dll) of objectives

** known at the start of the mission.

**

** LayoutInfo (String)

**

** The layout definition used for this level.

**

** DefaultWeapons (String)

**

** A comma separated list of weapon names that should be chosen by default

** for the mission.

** (e.g., "P38,AK47" ).

**

** DefaultAmmo (String)

**

** A comma separated list of ammo names that should be chosen by default

** for the mission.

** (e.g., "Camera Disabler,Code Breaker" ).

**

** DefaultMods (String)

**

** A comma separated list of ammo names that should be chosen by default

** for the mission.

** (e.g., "Camera Disabler,Code Breaker" ).

**

** Level0-??? (String)

**

** The file name for each level (scene) file (e.g., Worlds\m01s01).

** associated with this mission. Multiple levels may be specified

** (e.g., Level0 = "xxx", Level1 = "yyy", etc.).

**

** NOTE: the .dat extension should NOT be included.

**

** Level(x)NameId (Integer)

**

** The Id (stored in CRes.dll) of the text string containing the

** name of the level.

**

** Level(x)BriefingId (Integer)

**

** The Id (stored in CRes.dll) of the text containing a detailed

** explanaation the level.

**

** Level(x)DefaultWeapons (String)

**

** A comma separated list of weapon names that should be chosen by default

** for the level.

** (e.g., "P38,AK47" ).

** The (x) should be replaced by the level number 0-???.

**

** Level(x)DefaultMods (String)

**

** A comma separated list of mod names that should be chosen by default

** for the level.

** (e.g., "Camera Disabler,Code Breaker" ).

** The (x) should be replaced by the level number 0-???.

**

** Level(x)DefaultAmmo (String)

**

** A comma separated list of ammo names that should be chosen by default

** for the level.

** (e.g., "Camera Disabler,Code Breaker" ).

** The (x) should be replaced by the level number 0-???.

**

** Reward0-??? (String)

**

** Specification for the experience rewards available in this mission.

** Each specification consists of a name and a value separated by a comma.

** (e.g., Reward0 = "xxx,50", Reward1 = "yyy,10", etc.).

**

*/

 

[Mission0]

// Rescue Cate

 

NameId = 2516

DescId = 2765

ObjectiveIds = "5001"

LayoutInfo = "LoadScreenC01x"

BriefingLayout = "LoadScreenC01"

DefaultWeapons = "Beretta,Keychain"

DefaultAmmo = ""

DefaultMods = "Beretta Silencer"

Level0 = "Worlds\RetailMultiplayer\CP_c01s01"

Level0BriefingId = 2716

Level1 = "Worlds\RetailMultiplayer\CP_c01s02"

Level2 = "Worlds\RetailMultiplayer\CP_c01s03"

//Reward total is 4,000

 

[Mission1]

// Destroy the super computer archive

 

NameId = 2517

DescId = 2766

ObjectiveIds = "5001"

LayoutInfo = "LoadScreenC04x"

BriefingLayout = "LoadScreenC04"

DefaultWeapons = "Tazer,Beretta,Compact Codebreaker,Keychain,Utility Launcher,Timebomb"

DefaultAmmo = "Tranquilizer"

DefaultMods = ""

Level0 = "Worlds\RetailMultiplayer\CP_c02s01"

Level0BriefingId = 2717

Level1 = "Worlds\RetailMultiplayer\CP_c02s02"

Level2 = "Worlds\RetailMultiplayer\CP_c02s03"

//Reward total is 4,000

 

[Mission2]

// Photograph Balaji

 

NameId = 2518

DescId = 2767

ObjectiveIds = "5001"

LayoutInfo = "LoadScreenC07x"

BriefingLayout = "LoadScreenC07"

DefaultWeapons = "Beretta,Compact Codebreaker,Keychain,Camera"

DefaultAmmo = ""

DefaultMods = "Beretta Silencer"

Level0 = "Worlds\RetailMultiplayer\CP_c03s01"

Level0BriefingId = 2718

//Reward total is 4,000

 

[Mission3]

// Antarctica

 

NameId = 2519

DescId = 2768

ObjectiveIds = "5001"

LayoutInfo = "LoadScreenC09x"

BriefingLayout = "LoadScreenC09"

DefaultWeapons = "Tazer,Beretta,Compact Codebreaker,Keychain"

DefaultAmmo = ""

DefaultMods = "Beretta Silencer"

Level0 = "Worlds\RetailMultiplayer\CP_c04s01"

Level0BriefingId = 2719

//Reward total is 4,000

 

[Mission4]

// Unity HQ

 

NameId = 2520

DescId = 2769

ObjectiveIds = "5001"

LayoutInfo = "LoadScreenC11x"

BriefingLayout = "LoadScreenC11"

DefaultWeapons = "Tazer,Beretta,Compact Codebreaker,Keychain"

DefaultAmmo = ""

DefaultMods = "Beretta Silencer"

Level0 = "Worlds\RetailMultiplayer\CP_c05s01"

Level0BriefingId = 2720

//Reward total is 4,000

 

the defaultcampaign.txt should have the following for regular CO-OP

 

[MissionList]

LoopMissions=1

MissionSourceFile=Attributes\COOPMISSIONS.TXT

Mission0=0

Mission1=1

Mission2=2

Mission3=3

Mission4=4

Mission5=5

 

 

 

 

 

that should fix your problem Old salt

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It was the COOPMISSIONS.TXT. I changed the "DefaultWeapons = "Beretta,Keychain" to

DefaultWeapons = "LaughingGrenade,SleepGrenade".

Reverting to the default copy of COOPMISSIONS.TXT fixed the error.

I was originally looking for a way to change the COOP default weapons through the console but I haven't found any specific instructions. Thanks E1! :)

 

 

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It was the COOPMISSIONS.TXT. I changed the "DefaultWeapons = "Beretta,Keychain" to

DefaultWeapons = "LaughingGrenade,SleepGrenade".

Reverting to the default copy of COOPMISSIONS.TXT fixed the error.

I was originally looking for a way to change the COOP default weapons through the console but I haven't found any specific instructions. Thanks E1! :)

 

 

This file has the weapons names etc. You should be able to copy the names out and use them in yuor COOPMISSIONS.TXT

 

TO2 Multiplayer Weapons Attributes file (MP_WEAPONS.TXT)

/************************************************************************

**

** TO2 Multiplayer Weapons Attributes file

** © 1998-2002 Monolith Productions, Inc. All Rights Reserved

**

** This file contains the following weapon related definitions:

**

** Ammo,

** Weapon,

** Mod,

** Gear,

** WeaponAnis

**

** NOTES:

**

** 1) This file is used to override specific properties for existing

** weapon realated definitions for use in a TO2 Multiplayer game.

** You can NOT declare new weapon definitions here. All weapon realated

** definitions listed here must also be declared in weapons.txt.

**

** 2) Each definition in weapons.txt MUST also have a definition here. For items

** that remain unchanged from single player, only have the numeric tag and name

** should remain.

**

** 3) The 'Name' property of the definitions in this file reference the definition

** with the same Name and type from weapons.txt. All definitions in this file

** MUST include a 'Name' property refering to a definition in weapons.txt.

**

** 4) Only the listed properties of a definition are overriden. If a property

** is not listed in this file the value assigned in weapons.txt will be used

** by default. If a definition is not listed in this file, all properties

** of that definition from weapons.txt will be used.

**

**

*/

 

/************************************************************************

**

** AMMO

**

** Ammo definitions are used by Weapon definitions to determine

** the types of ammo a particular weapon can use (see the WEAPON

** definition for more info)

**

** Here is a list of all valid DamageTypes (Defined

** in Shared\DamageTypes.h):

**

** -1 - Invalid damage type

** 0 - Unspecified

** 1 - Bleeding

** 2 - Bullet

** 3 - Burn

** 4 - Choke

** 5 - Crush

** 6 - Electrocute

** 7 - Explosion

** 8 - Freeze

** 9 - Poison

** 10 - Endless fall

** 11 - Sleeping

** 12 - Stunned

** 13 - Melee

** 14 - Camera disabler

** 15 - Glue

** 16 - Bear Trap

** 17 - Laughing

** 18 - ASSS (Anti-super Soldier Serum)

**

** 19 - Code breaker gadget

** 20 - Poodle gadget

** 21 - Lock pick gadget

** 22 - Welder gadget

** 23 - Lighter gadget

** 24 - Camera gadget

** 25 - Mine detector gadget

** 26 - Infra-Red gadget

** 27 - Decay powder

** 28 - Time Bomb

** 29 - Ink Regeant

** 30 - Eavesdrop Bug

**

**

** All ammo definitions should contain the following properties:

**

** Name (String)

**

** User friendly name of an AMMO definition in weapons.txt.

**

** NameId (Integer)

**

** Id that maps to the Localizable Ammo name (stored in CRes.dll)

**

** DescId (Integer)

**

** Id that maps to the Localizable Ammo description (stored in CRes.dll)

**

** Type (Integer)

**

** Specifies the type of ammo. Valid values are:

**

** 0 - Vector

** 1 - Projectile

** 3 - Gadget

**

** Icon (String)

**

** Name of the interface icon associated with the ammo type.

**

** MaxAmount (Integer)

**

** Specifies the maximum amount of ammo that can be "carried" of this

** type.

**

** SelectionAmount (Integer)

**

** Specifies the amount of ammo that is allocated when a weapon using it

** is selected in the interface.

**

** SpawnedAmount (Integer)

**

** Specifies the amount of ammo that will be spawned when spawning

** ammo powerups.

**

** InstDamage (Integer)

**

** Specifies the amount of Instantaneous damage done by this type of

** ammo.

**

** InstDamageType (Integer)

**

** Specifies the type of Instantaneous damage done by this type of ammo.

** (See valid DamageTypes above).

**

** AreaDamage (Integer)

**

** Specifies the Max amount of Area damage done by this type of

** ammo (i.e., damage done if you are in the center of the damage).

**

** AreaDamageType (Integer)

**

** Specifies the type of Area damage done by this type of ammo.

** (See valid DamageTypes above).

**

** AreaDamageRadius (Integer)

**

** Specifies the radius of effect in game units for the Area

** damage.

**

** ProgDamage (Float)

**

** Specifies the amount of Progressive damage done by this type of

** ammo. This is the amount of damage that is done per second.

**

** ProgDamageType (Integer)

**

** Specifies the type of Progressive damage done by this type of ammo.

** (See valid DamageTypes above).

**

** ProgDamageDuration (Float)

**

** Specifies the time the Progressive damage is applied to the victim.

**

** ProgDamageRadius (Float)

**

** Specifies the radius of effect for the Progressive damage (only used

** if ProgDamageLifetime is greater than 0.0).

**

** ProgDamageLifetime (Float)

**

** Specifies the time the progressive damage radius of effect lasts

** (for things like poison gas)

**

** FireRecoilMult (Float)

**

** This multiplier modifies the FireRecoilPitch value in a weapon

** firing this type of ammo (see FireRecoilPitch in Weapon record below)

**

** ImpactFXName (String) (OPTIONAL)

**

** Specifies the impact special fx. The value of this

** property MUST correspond to the name of an ImpactFX specified in

** the FX.txt file.

**

** UWImpactFXName (String) (OPTIONAL)

**

** Specifies the under water impact special fx. The value of this

** property MUST correspond to the name of an ImpactFX specified in

** the FX.txt file.

**

** ProjectileFXName (String) (OPTIONAL)

**

** Specifies the a projectile special fx. The value of this

** property MUST correspond to the name of a ProjectileFX specified in

** the FX.txt file.

**

** FireFXName (String) (OPTIONAL)

**

** Specifies a fire special fx. The value of this property MUST

** correspond to the name of a FireFX specified in the FX.txt file.

**

** TracerFXName (String) (OPTIONAL)

**

** Specifies a tracer special fx. The value of this property MUST

** correspond to the name of a TracerFX specified in the FX.txt file.

**

** WeaponAniOverride (String) (OPTIONAL)

**

** Specifies the name of the WeaponAnis record (see below) that contains

** override weapon animation names for this ammo type. If specified, these

** animations are used on ANY weapon using this ammo type when this

** ammo type is the currently selected ammo.

**

** CanBeDeflected (Integer) (OPTIONAL)

**

** Ammo can be deflected by weapon. To deflect, the weapon must

** have a model string key "begindeflect" followed by a key "enddeflect".

**

** DeflectSurfaceType (String) (OPTIONAL)

**

** When ammo is deflected, the impact fx used will be based on this surface

** type. Surface types found in surface.txt.

**

** CanAdjustInstDamage (Integer) (OPTIONAL)

**

** If set to 1 the InstDamage amount may be adjusted programatically, if set to 0

** the value specified by InstDamage will always be used.

**

** CanServerRestrict (Integer) (OPTIONAL)

**

** If set to 0 to not allow server options to restrict this item from the level. Default: 1.

**

*/

 

/*

** Ammo0 - Tazer charge

*/

 

[Ammo0]

 

Name = "Tazer"

CanServerRestrict = 0

 

/*

** Ammo1 - KatanaSlash

*/

 

[Ammo1]

 

Name = "Katana Slash"

CanServerRestrict = 0

 

/*

** Ammo2 - TulwarSlash

*/

 

[Ammo2]

 

Name = "Tulwar Slash"

CanServerRestrict = 0

 

/*

** Ammo3 - ShurikenAmmo

*/

 

[Ammo3]

 

Name = "Reg Shuriken"

CanServerRestrict = 0

 

/*

** Ammo4 - Blow

*/

 

[Ammo4]

 

Name = "Blow"

CanServerRestrict = 0

 

/*

** Ammo5 - TimedGrenade

*/

 

[Ammo5]

 

Name = "Timed Grenade"

AreaDamage = 120

AreaDamageRadius = 300

CanServerRestrict = 0

 

/*

** Ammo6 - StunGrenade

*/

 

[Ammo6]

 

Name = "Stun Grenade"

CanServerRestrict = 0

 

/*

** Ammo7 - SleepGrenade

*/

 

[Ammo7]

 

Name = "Sleep Grenade"

CanServerRestrict = 0

 

/*

** Ammo8 - AcidGrenade

*/

 

[Ammo8]

 

Name = "Acid Grenade"

CanServerRestrict = 0

 

/*

** Ammo9 - .32 full metal jacket

*/

 

[Ammo9]

 

Name = ".32 fmj"

 

/*

** Ammo10 - .32 cyanide-tipped

*/

 

[Ammo10]

 

Name = ".32 cyanide"

ProgDamageLifetime = 2.000000

 

/*

** Ammo11 - Tranquilizer (Utility launcher)

*/

 

[Ammo11]

 

Name = "Tranquilizer"

ProgDamageDuration = 2.500000

 

/*

** Ammo12 - Camera Disabler (Utility launcher)

*/

 

[Ammo12]

 

Name = "Cam Disabler"

CanServerRestrict = 0

 

/*

** Ammo13 - Glue bomb (Utility launcher)

*/

 

[Ammo13]

 

Name = "Glue Bomb"

 

/*

** Ammo14 - Electrical (Utility launcher)

*/

 

[Ammo14]

 

Name = "Electrical"

ProgDamage = 75.000000

 

/*

** Ammo15 - Anti-Super Soldier Serum (Utility launcher)

*/

 

[Ammo15]

 

Name = "Serum"

CanServerRestrict = 0

 

/*

** Ammo16 - Laughing Gas Grenade

*/

 

[Ammo16]

 

Name = "Laughing Gas"

CanServerRestrict = 0

 

/*

** Ammo17 - 12-gauge shot

*/

 

[Ammo17]

 

Name = "12-ga shot"

InstDamage = 30

 

/*

** Ammo18 - 12-gauge explosive

*/

 

[Ammo18]

 

Name = "12-ga explosive"

AreaDamageRadius = 50

 

/*

** Ammo19 - 9mm full metal jacket

*/

 

[Ammo19]

 

Name = "9mm fmj"

InstDamage = 20

 

/*

** Ammo20 - .45 full metal jacket

*/

 

[Ammo20]

 

Name = ".45 fmj"

InstDamage = 25

 

/*

** Ammo21 - 7.62x39 full metal jacket

*/

 

[Ammo21]

 

Name = "7.62x39 fmj"

 

/*

** Ammo22 - 7.62x39 phosphorous

*/

 

[Ammo22]

 

Name = "7.62x39 phos"

 

/*

** Ammo23 - .308 full metal jacket

*/

 

[Ammo23]

 

Name = ".308 fmj"

InstDamage = 120

 

/*

** Ammo24 - Bolt

*/

 

[Ammo24]

 

Name = "Bolt"

ProjectileFXName = "MPBolt"

 

/*

** Ammo25 - Poison crossbow bolt

*/

 

[Ammo25]

 

Name = "Poison Bolt"

 

/*

** Ammo26 - Fire crossbow bolt

*/

 

[Ammo26]

 

Name = "Fire Bolt"

ProjectileFXName = "MPBoltFire"

 

/*

** Ammo27 - Explosive crossbow bolt

*/

 

[Ammo27]

 

Name = "Explosive Bolt"

AreaDamage = 100

 

/*

** Ammo28 - Micromissile

*/

 

[Ammo28]

 

Name = "Micromissile"

MaxAmount = 3

SelectionAmount = 3

SpawnedAmount = 3

InstDamage = 50

AreaDamage = 150

AreaDamageRadius = 250

 

/*

** Ammo29 - Camera Ammo

*/

 

[Ammo29]

 

Name = "Camera"

CanServerRestrict = 0

 

/*

** Ammo30 - Time bomb

*/

 

[Ammo30]

 

Name = "Time Bomb"

CanServerRestrict = 0

 

/*

** Ammo31 - Code Breaker ammo

*/

 

[Ammo31]

 

Name = "Code Breaker Gadget"

CanServerRestrict = 0

 

/*

** Ammo32 - Welder ammo

*/

 

[Ammo32]

 

Name = "Welder"

CanServerRestrict = 0

 

/*

** Ammo33 - Lockpick

*/

 

[Ammo33]

 

Name = "Lockpick"

CanServerRestrict = 0

 

/*

** Ammo34 - Eavesdropping bug

*/

 

[Ammo34]

 

Name = "Bug"

CanServerRestrict = 0

 

/*

** Ammo35 - Body remover perfume

*/

 

[Ammo35]

 

Name = "Body Remover"

CanServerRestrict = 0

 

/*

** Ammo36 - Invisible ink reagent - unused

*/

 

[Ammo36]

 

Name = "Ink Reagent - unused"

CanServerRestrict = 0

 

/*

** Ammo37 - Coin

*/

 

[Ammo37]

 

Name = "Coin"

CanServerRestrict = 0

 

/*

** Ammo38 - Angry Kitty

*/

 

[Ammo38]

 

Name = "Angry Kitty"

CanServerRestrict = 0

 

/*

** Ammo39 - Bear Trap

*/

 

[Ammo39]

 

Name = "Bear Trap"

CanServerRestrict = 0

 

/*

** Ammo40 - SSCannon

*/

 

[Ammo40]

 

Name = "SSCannon"

CanServerRestrict = 0

 

/*

** Ammo41 - SSLaser ammo

*/

 

[Ammo41]

 

Name = "SSLaserAmmo"

CanServerRestrict = 0

 

/*

** Ammo42 - Robot laser ammo

*/

 

[Ammo42]

 

Name = "RobotLaserAmmo"

CanServerRestrict = 0

 

/*

** Ammo43 - Throwing knife

*/

 

[Ammo43]

 

Name = "Knife"

CanServerRestrict = 0

 

/*

** Ammo44 - Holster

*/

 

[Ammo44]

 

Name = "Holster"

CanServerRestrict = 0

 

/*

** Ammo45 - Banana

*/

 

[Ammo45]

 

Name = "Banana"

CanServerRestrict = 0

 

/*

** Ammo46 - Wheelchair rocket

*/

 

[Ammo46]

 

Name = "Rocket"

CanServerRestrict = 0

 

/*

** Ammo47 - Tracking Device (Utility launcher)

*/

 

[Ammo47]

 

Name = "Tracking Device"

Priority = 0

 

/*

** Ammo48 - Welder burn damage - Used internally DO NOT use this with any weapon!!!

*/

 

[Ammo48]

 

Name = "WelderBurn"

CanServerRestrict = 0

 

/*

** Ammo49 - Man-Bite

*/

 

[Ammo49]

 

Name = "ManBite"

CanServerRestrict = 0

 

/*

** Ammo50 - Keychain

*/

 

[Ammo50]

 

Name = "Keychain"

CanServerRestrict = 0

 

/*

** Ammo51 - Head_gun butt

*/

 

[Ammo51]

 

Name = "Head_gun butt"

CanServerRestrict = 0

 

/************************************************************************

**

** WEAPON

**

** Weapon definitions specify the properties making up a

** weapon.

**

** All weapon definitions should contain the following

** properties:

**

** Name (String)

**

** User friendly name of a WEAPON definition in weapons.txt.

**

** NameId (Integer)

**

** Id that maps to the weapon Localizable name (stored in CRes.dll)

**

** DescriptionId (Integer)

**

** Id that maps to the weapon description (stored in CRes.dll)

**

** ClientWeaponType (Integer)

**

** Weapon type:

** 0 - none (NEVER use this number)

** 1 - vector (bullet type weapons)

** 2 - projectile ( slow shooting weapons, like crossbows)

** 3 - disc (TRON type- the disc)

**

** Gadget (Integer)

**

** Specifies whether or not the weapon should be considered a gadget.

** (1 = true, 0 = false)

**

** AniType (Integer)

**

** Classify the weapon into a style of animation when holding the weapon

**

** Values :

**

** 0 - rifle

** 1 - pistol

** 2 - melee

**

** Icon (String)

**

** Name of the interface icon associated with the weapon.

**

** Photo (String)

**

** Name of the interface photo associated with the weapon.

**

** Pos (Vector)

**

** The player-view weapon model pos (offset from player model in

** x, y, and z)

**

** MuzzlePos (Vector)

**

** The player-view weapon model muzzle pos (offset from the player

** model in x, y, and z). This is used to determine where to place

** muzzle fx.

**

** MinPerturb (Integer)

**

** The minimum amount of perturb on each vector or projectile fired by

** the weapon. A value in range from MinPerturb to MaxPerturb

** is added to the Up and Right components of the firing direction

** vector based on the current accuracy of the player/ai firing the

** weapon.

**

** MaxPerturb (Integer)

**

** The maximum amount of perturb on each vector or projectile fired by

** the weapon. A value in range from MinPerturb to MaxPerturb

** is added to the Up and Right components of the firing direction

** vector based on the current accuracy of the player/ai firing the

** weapon.

**

** Range (Integer)

**

** The range of the weapon.

**

** Recoil (Vector)

**

** The amount of weapon recoil.

**

** VectorsPerRound (Integer)

**

** The number of vectors (rays cast) per round.

**

** PVModel (String)

**

** Name of the player-view weapon model.

**

** PVSkin0-N (String)

**

** Name of the player-view weapon skin(s) (NOTE: You can specify "Hands" if

** you want to use the player-view hands texture associated with the

** current player model style).

** There can be any number of skins: PVSkin0, PVSkin1, ..., PVSkinN

**

** PVRenderStyle0-N (String)

**

** Name of the render style file ltb(s).

** There can be any number of render styles: PVRenderStyle0, PVRenderStyle1, ..., PVRenderStyleN

**

** PVMuzzleFXName (String) (OPTIONAL)

**

** Specifies the optional player-view muzzle fx for this weapon.

** The value of this property MUST correspond to a name specified

** in the MuzzleFX definitions in the Attributes\fx.txt file.

**

** PVAttachFXName (String) (OPTIONAL)

**

** Specifies the optional player-view fx attachment for this weapon.

** The value of this property MUST correspond to an effect created

** with FXEd.

**

** HHModel (String)

**

** Name of the hand-held (and powerup) weapon model.

**

** HHSkin0-N (String)

**

** Name of the hand-held (and powerup) weapon skin(s).

** There can be any number of skins: HHSkin0, HHSkin1, ..., HHSkinN

**

** HHRenderStyle0-N (String)

**

** Name of the render style file ltb(s).

** There can be any number of render styles: HHRenderStyle0, HHRenderStyle1, ..., HHRenderStyleN

**

** HHModelScale (Vector)

**

** The scale of the hand-held (and powerup) weapon model.

**

** HHBreachOffset (Float)

**

** The offset of the breach from the tip of the hand-held weapon model

** (NOTE this value should always be non-positive).

**

** HHMuzzleFXName (String) (OPTIONAL)

**

** Specifies the optional hand-held muzzle fx for this weapon.

** The value of this property MUST correspond to a name specified

** in the MuzzleFX definitions in the Attributes\fx.txt file.

**

** InterfaceModelScale (Float)

**

** The scaling factor used for the model in the interface.

** (same model as hand-held)

**

** InterfaceOffset (Vector)

**

** The offset used when placing the model in the interface.

** (This position is relative to the position specified for the screen.)

**

** InterfaceSkin0-N (String)

**

** Name of the hand-held (and powerup) weapon skin(s).

** There can be any number of skins: InterfaceSkin0, InterfaceSkin1, ..., InterfaceSkinN

**

** InterfaceRenderStyle0-N (String)

**

** Name of the render style file ltb(s).

** There can be any number of render styles: InterfaceRenderStyle0, InterfaceRenderStyle1, ..., InterfaceRenderStyleN

**

** FireSnd(String)

**

** Name of the sound that is played when the weapon is fired.

**

** AltFireSnd(String)

**

** Name of the sound that is played when the weapon is alt-fired.

**

** SilencedFireSnd(String)

**

** Name of the sound that is played when the weapon is fired with

** a silencer.

**

** DryFireSnd(String)

**

** Name of the sound that is played when the weapon is dry fired.

**

** ReloadSnd1 (String)

**

** Name of the sound that is played when the weapon is reloaded.

** (mapped to SOUND_KEY 1)

**

** ReloadSnd2 (String)

**

** Optionally the name of a sound that is played when the weapon

** is reloaded (mapped to SOUND_KEY 2).

**

** ReloadSnd3 (String)

**

** Optionally the name of a sound that is played when the weapon

** is reloaded (mapped to SOUND_KEY 3).

**

** SelectSnd (String)

**

** Name of the sound that is played when the weapon is selected.

** (mapped to SOUND_KEY 4)

**

** DeselectSnd (String)

**

** Name of the sound that is played when the weapon is deselected.

** (mapped to SOUND_KEY 5)

**

** FireSndRadius (Integer)

**

** The radius of volume fallof that fire sounds are played at

**

** AIFireSndRadius (Integer)

**

** The radius of volume that fire sounds make, w.r.t to AI's senses

**

** WeaponSndRadius (Integer)

**

** The radius of volume falloff that all other sounds, non-fire sounds, are played at

**

** EnvironmentMap (Integer)

**

** Specifies whether or not the weapon uses environment mapping.

**

** InfiniteAmmo (Integer)

**

** Specifies whether or not the weapon has unlimited ammo.

** (1 = true, 0 = false)

**

** ShotsPerClip (Integer)

**

** The number of rounds the weapon can fire before it must be reloaded.

**

** FireRecoilPitch (Float)

**

** Specifies the amount the weapon should pitch (in degrees) when

** fired.

**

** FireRecoilDecay (Float)

**

** Specifies the time (in seconds) it should take for the weapon's

** pitch to get back to normal after recoiling from firing.

**

** AmmoName# (String)

**

** Specifies the type of ammo available for this weapon. The value

** of this property MUST correspond to the name specified in the

** AMMO definitions above. If the weapon uses multiple ammo types,

** you may specify multiple AmmoName properties. For example:

**

** AmmoName0 = "9mm fmj"

** AmmoName1 = "9mm dum dum"

**

** Note: The first (or only) ammo type specified is considered the

** "default" ammo type. Every weapon MUST have at least one

** ammo type specified.

**

** ModName# (String) (OPTIONAL)

**

** Specifies the optional mods available for this weapon. The value

** of this property MUST correspond to the name specified in the

** MOD definitions below. If the weapon uses multiple mods,

** you may specify multiple ModName properties. For example:

**

** ModName0 = "9mm fmj"

** ModName1 = "9mm dum dum"

**

** PVFXName# (String) (OPTIONAL)

**

** Specifies the optional player-view fx available for this weapon.

** The value of this property MUST correspond to a name specified

** in the PVFX definitions in the Attributes\fx.txt file. If the weapon

** uses multiple pv fx, you may specify multiple PVFXName properties.

** For example:

**

** PVFXName0 = "LighterFlameFX"

** PVFXName1 = "LighterLightFX"

**

** AIMinBurstInterval (Float in seconds)

** AIMaxBurstInterval (Float in seconds)

**

** Specifies the range of time an AI will wait in between firing a burst

** from a weapon. IE, the AI will shoot somewhere between Min/AIMaxBurstShots,

** then wait Min/AIMaxBurstInterval seconds, then shoot again.

**

** AIMinBurstShots (Integer)

** AIMaxBurstShots (Integer)

**

** Specifies the range of shots an AI will fire when it is firing a burst

** from a weapon. IE, the AI will shoot somewhere between Min/AIMaxBurstShots,

** then wait Min/AIMaxBurstInterval seconds, then shoot again.

**

** LooksDangerous (Integer)

**

** Specifies whether or not the weapon/gadget looks dangerous to AIs.

** (1 = true, 0 = false)

**

** FireDelay (Integer)

**

** Specifies the minimum delay in milliseconds between fire keys

**

** HideWhenEmpty (Integer)

**

** Specifies whether or not the weapon/gadget should be hidden when out of ammo

** (also implies that the deselect animation shouldn't be played when auto-switching

** from this weapon when it runs out of ammo)

** (1 = true, 0 = false)

**

** HeavyWeapon (Integer)

**

** Specifies whether or not the weapon/gadget is heavy and therefore slows your movement

** (1 = true, 0 = false)

**

** Class (Integer)

**

** Specifies the Class to which the weapon belongs. Classes are used for weapon cycling.

**

** 1 = Hand-to-hand weapons

** 2 = Silent ranged weapons (shuriken, crossbow)

** 3 = Pistols and back-up weapons

** 4 = Rifles, machine guns, and heavy weapons

** 5 = Gadgets

**

** HolsterAttachment (String) (OPTIONAL)

**

** Specifies node and model to attch when weapon is holstered.

**

** For example:

**

** HolsterAttachment = "BACK AK47_holster"

**

** HiddenPiece0-N (String) (OPTIONAL)

**

** Names of Gadget model pieces to hide/show when the gadget is fired. There can

** be any number of pieces to hide/show. NOTE: this only works for Gadget type

** weapons (Gadget above)

**

** FireAnimRateScale (Float) (OPTIONAL)

**

** Speeds up or slows down the rate of the Fire animation. By default the scale is 1.0

** which will play the animation at normal speed, 2.0 will double the speed, and 0.5 will

** half the speed.

**

** ReloadAnimRateScale (Float) (OPTIONAL)

**

** Speeds up or slows down the rate of the Reload animation. By default the scale is 1.0

** which will play the animation at normal speed, 2.0 will double the speed, and 0.5 will

** half the speed.

**

** CanServerRestrict (Integer) (OPTIONAL)

**

** If set to 0 to not allow server options to restrict this item from the level. Default: 1.

**

*/

 

/*

** Tazer

*/

 

[Weapon0]

 

Name = "Tazer"

 

/*

** Katana

*/

 

[Weapon1]

 

Name = "Katana"

FireSndRadius = 512

WeaponSndRadius = 512

 

/*

** Tulwar

*/

 

[Weapon2]

 

Name = "Tulwar"

FireSndRadius = 512

WeaponSndRadius = 512

 

/*

** Shuriken

*/

 

[Weapon3]

 

Name = "Shuriken"

FireSndRadius = 512

WeaponSndRadius = 512

 

/*

** Grenade

*/

 

[Weapon4]

 

Name = "Grenade"

FireSndRadius = 512

WeaponSndRadius = 512

 

/*

** Angry Kitty

*/

 

[Weapon5]

 

Name = "Angry Kitty"

FireSndRadius = 512

WeaponSndRadius = 512

 

/*

** Beretta

*/

 

[Weapon6]

 

Name = "Beretta"

MaxPerturb = 40

WeaponSndRadius = 512

 

/*

** Launcher

*/

 

[Weapon7]

 

Name = "Utility Launcher"

MinPerturb = 0

FireSndRadius = 512

WeaponSndRadius = 512

 

/*

** Shotgun

*/

 

[Weapon8]

 

Name = "Shotgun"

WeaponSndRadius = 512

FireAnimRateScale = 0.65

 

/*

** Sterling

*/

 

[Weapon9]

 

Name = "Sterling"

MinPerturb = 20

MaxPerturb = 40

WeaponSndRadius = 512

 

/*

** TommyGun

*/

 

[Weapon10]

 

Name = "Tommygun"

WeaponSndRadius = 512

 

/*

** AK-47

*/

 

[Weapon11]

 

Name = "AK-47"

MinPerturb = 20

WeaponSndRadius = 512

 

/*

** Sniper Rifle

*/

 

[Weapon12]

 

Name = "Sniper Rifle"

MinPerturb = 0

WeaponSndRadius = 512

 

/*

** Crossbow

*/

 

[Weapon13]

 

Name = "Crossbow"

MinPerturb = 0

FireSndRadius = 512

WeaponSndRadius = 512

AmmoName0 = "Fire Bolt"

AmmoName1 = "Poison Bolt"

AmmoName2 = "Explosive Bolt"

ReloadAnimRateScale = 2.0

 

/*

** Purse micromissile launcher

*/

 

[Weapon14]

 

Name = "Purse"

MinPerturb = 15

WeaponSndRadius = 1024

 

/*

** Camera

*/

 

[Weapon15]

 

Name = "Camera"

CanServerRestrict = 0

 

/*

** Timebomb

*/

 

[Weapon16]

 

Name = "Timebomb"

 

/*

** Compact Codebreaker

*/

 

[Weapon17]

 

Name = "Compact Codebreaker"

CanServerRestrict = 0

 

/*

** Welder

*/

 

[Weapon18]

 

Name = "Welder"

CanServerRestrict = 0

 

/*

** Lockpick

*/

 

[Weapon19]

 

Name = "Lockpick"

CanServerRestrict = 0

 

/*

** Eavesdropping bug

*/

 

[Weapon20]

 

Name = "Eavesdropping Bug"

CanServerRestrict = 0

 

/*

** Perfume

*/

 

[Weapon21]

 

Name = "Perfume"

CanServerRestrict = 0

 

/*

** Coin

*/

 

[Weapon22]

 

Name = "Coin"

CanServerRestrict = 0

 

/*

** Beartrap

*/

 

[Weapon23]

 

Name = "BearTrap"

FireAnimRateScale = 1.5

 

/*

** Keychain

*/

 

[Weapon24]

 

Name = "Keychain"

CanServerRestrict = 0

 

/*

** BillyClub

*/

 

[Weapon25]

 

Name = "BillyClub"

CanServerRestrict = 0

 

/*

** SSCannon

*/

 

[Weapon26]

 

Name = "SSCannon"

CanServerRestrict = 0

 

/*

** SSLaser

*/

 

[Weapon27]

 

Name = "SSLaser"

CanServerRestrict = 0

 

/*

** Robot laser weapon

*/

 

[Weapon28]

 

Name = "RobotLaser"

CanServerRestrict = 0

 

/*

** Throwing knives

*/

 

[Weapon29]

 

Name = "ThrowingKnife"

CanServerRestrict = 0

 

/*

** Weapon Holstered

*/

 

[Weapon30]

 

Name = "Holster"

CanServerRestrict = 0

 

/*

** Banana

*/

 

[Weapon31]

 

Name = "Banana"

 

/*

** Stun Grenade

*/

 

[Weapon32]

 

Name = "StunGrenade"

 

/*

** Sleep Grenade

*/

 

[Weapon33]

 

Name = "SleepGrenade"

 

/*

** Acid Grenade

*/

 

[Weapon34]

 

Name = "AcidGrenade"

 

/*

** Laughing Gas Grenade

*/

 

[Weapon35]

 

Name = "LaughingGrenade"

 

/*

** Volkov's wheelchair rocket launcher

*/

 

[Weapon36]

 

Name = "VolkovRocket"

CanServerRestrict = 0

 

/*

** HeadButt

*/

 

[Weapon37]

 

Name = "HeadButt"

CanServerRestrict = 0

 

/*

** RifleButt

*/

 

[Weapon38]

 

Name = "RifleButt"

CanServerRestrict = 0

 

/*

** ManCrate

*/

 

[Weapon39]

 

Name = "ManCrate"

CanServerRestrict = 0

 

/*

** Sterling silenced

*/

 

[Weapon40]

 

Name = "SilencedSterling"

MinPerturb = 20

MaxPerturb = 40

 

/*

** TommyGun Infinite

*/

 

[Weapon41]

 

Name = "TommygunInfinite"

CanServerRestrict = 0

 

 

/************************************************************************

**

** MOD

**

** Mod definitions specify the properties making up a

** weapon modification.

**

** All modification definitions should contain the following

** properties:

**

** Name (String)

**

** User friendly name of a MOD definition in weapons.txt.

**

** Socket (String)

**

** Name of the model socket to attach the mod model to.

**

** NameId (Integer)

**

** Id that maps to the gear name (stored in CRes.dll)

**

** DescriptionId (Integer)

**

** Id that maps to the weapon description (stored in CRes.dll)

**

** Icon (String)

**

** Name of the interface icon associated with the ammo type.

**

** Type (Integer)

**

** Specifies the type of mod. Valid values are:

**

** 0 - Silencer

** 1 - Scope

**

** AttachModel (String)

**

** Name of the model attachment associated with the mod.

**

** AttachSkin0-N (String)

**

** Name of the skin(s) associated with the mod attachment model.

** There can be any number of skins: AttachSkin0, AttachSkin1, ..., AttachSkinN

**

** AttachRenderStyle0-N (String)

**

** Name of the render style file ltb(s).

** There can be any number of render styles: AttachRenderStyle0, AttachRenderStyle1, ..., AttachRenderStyleN

**

** AttachScale (Vector)

**

** Scale of the mod attachment model.

**

** ZoomLevel (Integer)

**

** Level the weapon can zoom to (Valid levels are 1, 2, and 3.

** 0 = can't zoom). Ignored for non-scope mods.

**

** NightVision (Integer)

**

** Does the mod provide night vision (1 = true, 0 = false).

** Ignored for non-scope mods.

**

** Integrated (Integer)

**

** Is the mod built into the weapon (1 = true, 0 = false).

**

** Priority (Integer)

**

** This is used for weapons that have more than one mod of the same

** type (e.g., two scopes). This field indicates which should be used

** if the weapon has both mods (the highest priority is used). NOTE:

** this is a number between 0 and 255, that should default to 0.

**

** ZoomInSound (String)

**

** Name of the sound that is played when the weapon is zoomed in.

**

** ZoomOutSound (String)

**

** Name of the sound that is played when the weapon is zoomed out.

**

** InterfaceModel (String)

**

** Name of the model associated with the mod shown in the interface.

**

** InterfaceSkin0-N (String)

**

** Name of the skin(s) associated with the mod attachment model shown in the interface.

** There can be any number of skins: InterfaceSkin0, InterfaceSkin1, ..., InterfaceSkinN

**

** InterfaceRenderStyle0-N (String)

**

** Name of the render style file ltb(s).

** There can be any number of render styles: InterfaceRenderStyle0, InterfaceRenderStyle1, ..., InterfaceRenderStyleN

**

** InterfaceModelScale (Float)

**

** The scaling factor used for the model in the interface.

** (same model as attach model)

**

** InterfaceOffset (Vector)

**

** The offset used when placing the model in the interface.

** (This position is relative to the position specified for the screen.)

**

** PickUpSound (String)

**

** Name of the sound that is played when the mod is picked up

**

** RespawnSound (String)

**

** Name of the sound that is played when the mod respawns

** (multiplayer)

**

** PowerupModel (String)

**

** Name of the powerup model associated with the mod.

**

** PowerupSkin0-N (String)

**

** Name of the powerup skin(s) associated with the mod.

** There can be any number of skins: PowerupSkin0, PowerupSkin1, ..., PowerupSkinN

**

** PowerupRenderStyle0-N (String)

**

** Name of the render style file ltb(s).

** There can be any number of render styles: PowerupRenderStyle0, PowerupRenderStyle1, ..., PowerupRenderStyleN

**

** PowerupModelScale (Float)

**

** The scaling factor used with the powerup model.

** (same model as attach model)

**

** TintColor (Vector)

**

** Color to tint the screen when gear is picked up (r, g, B)

**

** TintTime (Float)

**

** Duration in seconds of screen tint when gear is picked up

**

*/

 

/*

** beretta Silencer

*/

 

[Mod0]

Name = "Beretta Silencer"

 

/*

** Camera scope

*/

 

[Mod1]

Name = "Camera Scope"

 

/*

** Sniper Silencer

*/

 

[Mod2]

Name = "Sniper Silencer"

 

/*

** Sterling Silencer

*/

 

[Mod3]

Name = "Sterling Silencer"

 

/*

** Sniper Rifle Scope

*/

 

[Mod4]

Name = "Sniper Scope"

ZoomLevel = 1

 

/*

** Utility Launcher Scope

*/

 

[Mod5]

Name = "Launcher Scope"

Integrated = 1

 

/*

** Crossbow scope

*/

 

[Mod6]

Name = "Crossbow Scope"

Integrated = 1

 

/************************************************************************

**

** GEAR

**

** Gear definitions specify the properties making up miscellaneous

** equipment..

**

** All gear definitions should contain the following

** properties:

**

** Name (String)

**

** User friendly name of a GEAR definition in weapons.txt.

**

** NameId (Integer)

**

** Id that maps to the gear name (stored in CRes.dll)

**

** DescriptionId (Integer)

**

** Id that maps to the gear description (stored in CRes.dll)

**

** Model (String)

**

** Name of the model associated with the gear type.

**

** Skin0-N (String)

**

** Name of the skin file dtx(s) associated with the gear type model.

** There can be any number of skins: Skin0, Skin1, ..., SkinN

**

** RenderStyle0-N (String)

**

** Name of the render style file ltb(s).

** There can be any number of render styles: RenderStyle0, RenderStyle1, ..., RenderStyleN

**

** Icon (String)

**

** Name of the interface icon associated with the gear.

**

** ProtectionType (Integer)

**

** Specifies the type of damage this type of gear protects against.

** (See valid DamageTypes above).

**

** Protection (Float)

**

** Specifies the percent of damage this type of gear prevents.

** 0.0 = no protection, 1.0 = full protection

**

** Armor (Float)

**

** Specifies the amount of armor this type of gear provides.

**

** Stealth (Float)

**

** Specifies the how much the gear reduces the volume of walking sounds

** 0.0 = no reduction, 1.0 = completely eliminated

**

** Selectable (Integer)

**

** Specifies if this type of gear is ever available during mission

** outfitting. 1 = may be available, 0 = never available

**

** Exclusive (Integer)

**

** Specifies if only one unit of this gear may be picked up.

** 1 = only one may be picked up, 0 = multiples may be picked up

**

** TintColor (Vector)

**

** Color to tint the screen when gear is picked up (r, g, B)

**

** TintTime (Float)

**

** Duration in seconds of screen tint when gear is picked up

**

** PickUpSound (String)

**

** Name of the sound that is played when the mod is picked up

**

** RespawnSound (String)

**

** Name of the sound that is played when the mod respawns

** (multiplayer)

**

** InterfaceSkin0-N (String)

**

** Name of the skin file dtx(s) associated with the gear type interface model.

** There can be any number of skins: InterfaceSkin0, InterfaceSkin1, ..., InterfaceSkinN

**

** InterfaceRenderStyle0-N (String)

**

** Name of the render style file ltb(s).

** There can be any number of render styles: InterfaceRenderStyle0, InterfaceRenderStyle1, ..., InterfaceRenderStyleN

**

**

** CanServerRestrict (Integer) (OPTIONAL)

**

** If set to 0 to not allow server options to restrict this item from the level. Default: 1.

**

*/

 

/*

** Body Armor

*/

 

[Gear0]

Name = "Body Armor"

 

[Gear1]

Name = "Body Armor Small"

 

[Gear2]

Name = "First Aid"

 

[Gear3]

Name = "First Aid Small"

 

[Gear4]

Name = "Body Armor Found"

 

[Gear5]

Name = "First Aid Found"

 

 

/************************************************************************

**

** WEAPONANIS

**

** WeaponAnis definitions specify the names of weapon animations associated

** with a particular ammo type (see AMMO above).

**

** All WeaponAnis definitions should contain the following properties:

**

** Name (String)

**

** User friendly name of a WEAPONANIS definition in weapons.txt.

**

** Select (String)

**

** Name of the select ani override (NOTE: Leave blank to use ani

** specified in weapon).

**

** Deselect (String)

**

** Name of the deselect ani override (NOTE: Leave blank to use ani

** specified in weapon).

**

** Reload (String)

**

** Name of the reload ani override (NOTE: Leave blank to use ani

** specified in weapon).

**

** Idle0-2 (String)

**

** Name of the idle ani(s) override(s). Up to 3 idle overrides may

** be specified (i.e., Idle0, Idle1, and Idle2). (NOTE: Leave blank to

** use anis specified in weapon).

**

** Fire0-2 (String)

**

** Name of the fire ani(s) override(s). Up to 3 fire overrides may

** be specified (i.e., Fire0, Fire1, and Fire2). (NOTE: Leave blank to

** use anis specified in weapon).

**

*/

 

/*

** WeaponAnis0

*/

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