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Forum: All Forums : Call of Duty
Category: CoDUO Level Design
CoD United Offensive mapping and level design.
Moderators: foyleman, rEdrUmMDK, Foxhound, Wyatt_Earp, Rasta, StrYdeR, The_Caretaker, Cypher2004, supersword, supersword, batistablr, Welshy
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Author Topic: ANTITANK RIFLE
Horseman
General Member
Since: May 12, 2005
Posts: 97
Last: Jan 22, 2008
[view latest posts]
Level 3
Category: CoDUO Level Design
Posted: Tuesday, Jun. 7, 2005 12:02 am
RE: COD_UO and GRAYDIANT
Now , I'm sure this has been asked before, but I cant find anything related to it in forums...

I have a very nice place in a map that just screams " PUT AN ANTITANK RIFLE HERE!!" (really it does)[wink]
ok so heres what I did:
inserted a 'misc_turrent' in the 2d
==Key: model
==Value: xmodel/weapon_antitankrifle

==Key: weaponinfo
==Value: PTRS41_Antitank_Rifle_mp

The model shows up fine...but it does nt fire (it vibrates when i pull the trigger) [lol]Weeeeeee! LOL
I checked the info file and it syas STANCE is PRONE, so I editted the gun to be on the ground and tried again..but i cant grab/mount the gun this way.
I set the gun ontop of a 8" high block..that worked...I grabbed the gun but still no fire.[duh]
I then changed the WEAPONINFO value to a mg50cal_tripod_stand_mp and Voila!!..it fires like the 50cal...

So my question is...Why does the PTRS41_Antitank_Rifle_mp not work? and What can I do to get it to work?
================================================================================
*Is it possible to create a modded weapon, I guess, and save it as a new weapon in the PK3 file
.../xmodel/Horsemansgun.* (the model) and
.../weapons/Horsemansgun.* (the info file)
Never done that before...Im skeered[sad]...

edited on Jun. 6, 2005 11:39 pm by Horseman
GlumBum2
General Member
Since: Sep 8, 2004
Posts: 224
Last: Apr 24, 2006
[view latest posts]
Level 4
Category: CoDUO Level Design
Posted: Tuesday, Jun. 7, 2005 09:49 am
Horseman writes...
Quote:
RE: COD_UO and GRAYDIANT
inserted a 'misc_turrent' in the 2d
==Key: model
==Value: xmodel/weapon_antitankrifle

==Key: weaponinfo
==Value: PTRS41_Antitank_Rifle_mp

edited on Jun. 6, 2005 11:39 pm by Horseman


first of all, it's misc_turret--i'm not knocking on you, just make sure you didn't misspell it in the key/value in the editor. Check here (http://www.modsonline.com/Tutorials-read-138.html) for the tut on this, and make sure your keys and values match up-- classname with misc_turret, model with xmodel/weapon_antitankrifle and of course, weaponinfo with ptrs41_antitank_rifle_mp...

other than that, the actual model listing might be wrong in the tut, so check the xmodel folder, or, even worse, UO might not supportit the same way. Maybe the waponinfo key needs something different for uo.
DarkFalcon
General Member
Since: Apr 12, 2004
Posts: 4
Last: Jun 7, 2005
[view latest posts]
Level 0
Category: CoDUO Level Design
Posted: Tuesday, Jun. 7, 2005 10:09 am
ptsr41 doesnt work in uo.........
Horseman
General Member
Since: May 12, 2005
Posts: 97
Last: Jan 22, 2008
[view latest posts]
Level 3
Category: CoDUO Level Design
Posted: Tuesday, Jun. 7, 2005 07:53 pm
GlumBum2 writes...
Quote:
Horseman writes...
Quote:
RE: COD_UO and GRAYDIANT
inserted a 'misc_turrent' in the 2d
==Key: model
==Value: xmodel/weapon_antitankrifle

==Key: weaponinfo
==Value: PTRS41_Antitank_Rifle_mp


first of all, it's misc_turret--i'm not knocking on you, just make sure you didn't misspell it in the key/value in the editor....

Ok...you caught me...I mispelled it in the post..but not in Graydiant.
I know cause:
1) I chose it from the context menu
2) Because when I loaded the .bsp into a PK3 and started the map, it would have given me an error.
3) cause it works when i give it the mg50cal_tripod_stand_mp file for weaponinfo



DarkFalcon writes...
Quote:
ptsr41 doesnt work in uo.........

Ive heard that beforeand normally i would agree...however....
I know of at least two widely known custom maps that DO have a working antitank rifle...I checked those PK3 files and found nothing outta the ordinary with them



edited on Jun. 7, 2005 07:01 pm by Horseman
GlumBum2
General Member
Since: Sep 8, 2004
Posts: 224
Last: Apr 24, 2006
[view latest posts]
Level 4
Category: CoDUO Level Design
Posted: Tuesday, Jun. 7, 2005 07:56 pm
what two maps? maybe it's in the gsc... i can take a look if you tell me which...
Horseman
General Member
Since: May 12, 2005
Posts: 97
Last: Jan 22, 2008
[view latest posts]
Level 3
Category: CoDUO Level Design
Posted: Tuesday, Jun. 7, 2005 08:05 pm
I looked, but saw nothing...maybe you will spot something I
missed
Please ignore the USER_MP in the PK3 file name....
1) user_mp_Quarantine.pk3 This one has an issue that when you use the Antitank Rifle, you are nearly invisble because you go prone behind sandbags..
2)user_mp_valenton_final_nocturne.pk3this one has the issue that you must go prone to use the Antitank rifle but you must be in just the right spot to grab it and use it.

edited on Jun. 7, 2005 07:05 pm by Horseman

Should I post a link or something, or do you guys have these?

edited on Jun. 7, 2005 07:07 pm by Horseman

edited on Jun. 7, 2005 07:08 pm by Horseman
GlumBum2
General Member
Since: Sep 8, 2004
Posts: 224
Last: Apr 24, 2006
[view latest posts]
Level 4
Category: CoDUO Level Design
Posted: Tuesday, Jun. 7, 2005 08:08 pm
I think thats because the PTRS41 xmodel must be directly from the CoD xmodel folders, maybe he's just looking around the wrong place or something, and also ther only ptrs in the game was prone, so they probably didn't make crouched and standing positions for it...
Horseman
General Member
Since: May 12, 2005
Posts: 97
Last: Jan 22, 2008
[view latest posts]
Level 3
Category: CoDUO Level Design
Posted: Tuesday, Jun. 7, 2005 08:12 pm
Such speed, Glum... :)
Yes ...the PTRS41_Antitank_Rifle_mp is a 'Prone only' weapon based on the data in the weaponinfo file...

BUT..you can find this file in the pakuo04.pak file
Its in the weapons/mp folder of that pak file....that tells me it was designed to use in Multiplayer UO maps.

edited on Jun. 7, 2005 07:13 pm by Horseman

edited on Jun. 7, 2005 07:13 pm by Horseman
GlumBum2
General Member
Since: Sep 8, 2004
Posts: 224
Last: Apr 24, 2006
[view latest posts]
Level 4
Category: CoDUO Level Design
Posted: Tuesday, Jun. 7, 2005 08:21 pm
maybe it uses a new weaponinfo or a different key/value for uo operators--i think they changed alot of stuff in uo to make the mp much better (only advanced stuff, but even then, it's a change).
Horseman
General Member
Since: May 12, 2005
Posts: 97
Last: Jan 22, 2008
[view latest posts]
Level 3
Category: CoDUO Level Design
Posted: Tuesday, Jun. 7, 2005 08:22 pm
Ok, Ill buy that.
Ive search the Weapons/mp folder in the pak file for something that may be it...Ill keep trying and post it if I find it.
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