Jump to content
Sign in to follow this  
Veroci

new awp rifle

Recommended Posts

Greetings!

I tried to create a new weapon, using the following files with the codes in those.

Got an awp.png

strings.xml - same as the sniper

<Row ss:AutoFitHeight="0">

<Cell><Data ss:Type="String">ammo.ballistic.awp</Data><NamedCell

ss:Name="_FilterDatabase"/></Cell>

<Cell><Data ss:Type="String">AWP rifle Magazine</Data><NamedCell

ss:Name="_FilterDatabase"/></Cell>

</Row>

</Row>

<Row ss:AutoFitHeight="0">

<Cell><Data ss:Type="String">weapon.awp</Data><NamedCell

ss:Name="_FilterDatabase"/></Cell>

<Cell><Data ss:Type="String">AWP sniper rifle</Data><NamedCell

ss:Name="_FilterDatabase"/></Cell>

</Row>

<Row ss:AutoFitHeight="0">

<Cell><Data ss:Type="String">weapon.awp.desc</Data><NamedCell

ss:Name="_FilterDatabase"/></Cell>

<Cell ss:StyleID="s68"><Data ss:Type="String"><font face="fonts/arial.mvec"\><b>Precision Rifle:</b>

Precision weapons are more accurate than rifles and do slightly more damage, making them useful at long range. Their mitigation also gives them a damage bonus against armoured (i.e. robotic) enemies.

However, each shot has a higher TU cost than a rifle and the weapon lacks burst fire. It also receives no short-range accuracy bonus and has a negative modifier for reaction fire, making it a poor assault weapon.

Range: 30

Damage: 35 Kinetic

Suppression: 25 Suppression

Mitigation: 10

Ammo Capacity: 6 shots

Reaction Modifier: 0.5x

Fire Modes:

- 38%% TU 60 Acc x 1 shot

- 49%% TU 105 Acc x 1 shot

- 65%% TU 165 Acc x 1 shot</Data><NamedCell

ss:Name="_FilterDatabase"/></Cell>

</Row>

weapons.xml - same as the sniper rifle

<Row ss:AutoFitHeight="0">

<Cell ss:StyleID="s65"><Data ss:Type="String">weapon.awp</Data><NamedCell

ss:Name="_FilterDatabase"/></Cell>

<Cell ss:StyleID="s65"><Data ss:Type="String">weapons/ballistic/awp</Data><NamedCell

ss:Name="_FilterDatabase"/></Cell>

<Cell ss:StyleID="s65"><Data ss:Type="String">weapons/ballistic/awp</Data><NamedCell

ss:Name="_FilterDatabase"/></Cell>

<Cell ss:StyleID="s65"><Data ss:Type="String">ballistic</Data><NamedCell

ss:Name="_FilterDatabase"/></Cell>

<Cell ss:StyleID="s66"><Data ss:Type="Boolean">1</Data><NamedCell

ss:Name="_FilterDatabase"/></Cell>

<Cell ss:StyleID="s66"><Data ss:Type="Number">50</Data><NamedCell

ss:Name="_FilterDatabase"/></Cell>

<Cell ss:StyleID="s66"><Data ss:Type="Number">40</Data><NamedCell

ss:Name="_FilterDatabase"/></Cell>

<Cell ss:StyleID="s66"><Data ss:Type="Number">10</Data><NamedCell

ss:Name="_FilterDatabase"/></Cell>

<Cell ss:StyleID="s66"><Data ss:Type="Number">1.6</Data><NamedCell

ss:Name="_FilterDatabase"/></Cell>

<Cell ss:StyleID="s66"><Data ss:Type="Number">7</Data><NamedCell

ss:Name="_FilterDatabase"/></Cell>

<Cell ss:StyleID="s66"><Data ss:Type="Number">5</Data><NamedCell

ss:Name="_FilterDatabase"/></Cell>

<Cell ss:StyleID="s66"><Data ss:Type="Number">2</Data><NamedCell

ss:Name="_FilterDatabase"/></Cell>

<Cell ss:StyleID="s65"><Data ss:Type="String">ammo.ballistic.awp</Data><NamedCell

ss:Name="_FilterDatabase"/></Cell>

<Cell ss:StyleID="s66"><Data ss:Type="Number">30</Data></Cell>

<Cell ss:Index="16"><Data ss:Type="String">Ballistics</Data></Cell>

</Row>

items.xml - same as the sniper

<Row ss:AutoFitHeight="0">

<Cell ss:StyleID="s70"><Data ss:Type="String">weapon.awp</Data></Cell>

<Cell><Data ss:Type="Number">0</Data></Cell>

<Cell ss:Index="4"><Data ss:Type="String">Unlimited</Data></Cell>

<Cell><Data ss:Type="String">weapons/airplane/rocket</Data></Cell>

<Cell ss:StyleID="s65"><Data ss:Type="String">Item.Dispose.Destroyed</Data></Cell>

</Row>

And the game crashing when i want to equip the soldiers. What i have missed?

Share this post


Link to post
Share on other sites

Have you made a weapon.awp entry for weapons_gc.xml, and an ammo.ballistic.awp entry in ammos.xml?

Share this post


Link to post
Share on other sites

I would take a look at work by Mikhail, or catmorbid to see where you might be going wrong, as they've got some fairly impressive ballistic weapon mods.

Share this post


Link to post
Share on other sites

There's a lot of redundancy in the current version of Xenonauts regarding the data (I'm hoping X: CE will eventually fix those!).

Basically, to create a new weapon from scratch you need to mod the following files, ALWAYS using the same name:

weapons_gc.xml - for the actual weapon stats

weapons.xml - for geoscape. The only stats you need to care about here is the clip size and weight, but you need to assign it the correct ammo as well. The damage stats etc. are all redundant.

items.xml - this is important, since it determines if the item will exist at all, and how its available: manufactured or unlimited etc. Both weapons and ammo need to be here!

ammos.xml - if you use custom ammo, you need to create an entry here

strings.xml - weapons and ammo need entries here. You need a separate entry for the weapon name AND its description. e.g. for a new weapon and its ammo: weapon.newweapon, weapon.newweapon.desc, ammo.newweapon, and if you use rockets etc. which also need description, ammo.rockets.newrocket / ammo.rockets.newrocket

Beware that for weapons.xml, items.xml and strings.xml you actually need to edit them with excel or similar spreadsheet software if you want to add new entries, because at least I THINK the file has some internal structure -related values that you can easily break if you just text-edit new entries. At least I managed to break mine, after trying a merge with the X: CE, so be careful about using straight text-editor for those.

The ones that are safe to edit directly are e.g. weapons_gc.xml which have a different (no mention of cells anywhere) structure.

Frankly, the system is shit and I hate the redundancy, but once you know what you're doing, you can do it with decent trouble

You can always check my or others' mods for examples on how things should be done, if in doubt. The most important is that you use the same naming convention for your item everywhere. Also, never add more than one weapon at once, since you can easily break things and it'll be hard to trace if you've several weapons you know might cause problems. Also, lacking strings should just show #### instead of crashing it if they're missing.

Good luck to you, hope this helps!

Edited by catmorbid
clarification

Share this post


Link to post
Share on other sites

It should work with the last two steps that Max said...as long as the images are there. Here's what you need to add a new weapon:

- weapons_gc.xml - ground combat entry for weapon

- weapons.xml - the equip screen for weapons, most of the variables are unused

- ammos.xml - add ammo type

- items.xml - add new weapon and ammo

- images in weapons\ballistics (or wherever one puts the images/points the game to in weapons.xml) for weapon and ammo

- image in gui\weapons - makes the weapon show up in ground combat

- image in gui\quickthrowimages - clipped ammo image for the quick reload slot

- strings.xml - localises the descriptions

That's a simple version for adding a new weapon. I might do a proper one (with pictures) soon.

Beaten to the punch!

Share this post


Link to post
Share on other sites

I will try them, thanks to you.

I will give the property to the weapon and after that, i will write if it worked.

I just need to do some paint work :D

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

×