New Firearms

Discussion in 'Fallout General Modding' started by Frank Horrigan@BIS, Aug 14, 2004.

  1. Frank Horrigan@BIS

    Frank Horrigan@BIS Still Mildly Glowing

    241
    Apr 3, 2003
    I'm using fime for help to create some new firearms.

    Questions:

    Can you add new Fire sound IDs?

    How does the game find the "reloading sound"?
     
  2. Berth

    Berth First time out of the vault

    54
    May 21, 2004
    never try, but i think it's possible, create your acm file, place it in data\sound\sfx\, add the name of your file.acm in the sndlist.lst file and finaly affect the line's number of your file minus 1 in hexa, then it should works...but all of that is purely theory. but why not trying
     
  3. Frank Horrigan@BIS

    Frank Horrigan@BIS Still Mildly Glowing

    241
    Apr 3, 2003
    Worked, thanks.

    Now I also created a new ammo type for the firearms. But when I was trying too see if it worked correctly on one of the new weapons, it could reload the ammo but not unload it (meaning that the ammo was stuck in the weapon).

    I than checked the weapon in fime and saw that the new ammo was just displayed in the "auto ammo" option and not in the "default ammo" option were it was not displayed at all. How do you fix this?
     
  4. Berth

    Berth First time out of the vault

    54
    May 21, 2004
    not sure creating new tpes of amno is possible....

    creating new amno using existing ones is possible, i made it (slug for 12ga) but i don't think making new caliber(don't know if the word exists in english) is possible
     
  5. Frank Horrigan@BIS

    Frank Horrigan@BIS Still Mildly Glowing

    241
    Apr 3, 2003
    Hey it did work!

    The reason why it couldn't unload the ammo was because I didn't edit ammo id in the property of the weapon in Team Xs mapper.

    Although is there a way to edited to the properties of items that are in containers or on critters in their mapper?
     
  6. Perceptron

    Perceptron First time out of the vault

    64
    Jul 12, 2004
    Nope, it's impossible. You should edit the PRO file or use BIS mapper.

    About new sound: try this thread.

    And it's easy to add a new caliber. Just edit proto.msg and PRO file for new ammo and new gun.
     
  7. Frank Horrigan@BIS

    Frank Horrigan@BIS Still Mildly Glowing

    241
    Apr 3, 2003
    Hey, thanks! I didn't know about information in the proto.msg file.
     
  8. Berth

    Berth First time out of the vault

    54
    May 21, 2004
    i know it's possible to add new amno, the think i don't know is if it's possible to add new type of munition, like 1.2354mm or acid bomb you see...
     
  9. Corpse

    Corpse Mildly Dipped

    545
    Apr 7, 2003
    You can add new ammo types, just edit the proto.msg. You will however have to edit the ammo prototypes using a hex editor to define the ammo type; the official mapper and fic only allow you to define this field through a list box so any ammunition listed after 7.62mm (I think) does not show on the editors.

    It has been a while since I did it but I think you may have to do the same for the weapon prototypes for the ammo to work correctly.
     
  10. Ashmo

    Ashmo Half-way Through My Half-life
    Orderite

    Jul 2, 2004
    Either FIC or FIME works with msg files as input to generate those lists. Unless the ammo types list is hardcoded (which would be weird as no other list seems to be), the new type should show up once you edit the file used by the item editor.
     
  11. red

    red Still Mildly Glowing

    271
    Apr 5, 2003
    Personally I like the official editor better than FIME/FIC. Though it does not support it all PRO (and MAP) are saved as text files which are real easy to edit. Though again there is still a limited set of things you can do within the text files themselves which you can still potentially only do within FIME/FIC;

    if it can be done with the text files I'll use those before moving to the editors.
     
  12. Wild_qwerty

    Wild_qwerty Sonny, I Watched the Vault Bein' Built!

    Feb 2, 2004
    Is it possible to make a gun that can load 10 round say normal bullets but only one round of a different bullet?

    (And yes I know this sounds weird but there is a valid reason for this)
     
  13. ColJack

    ColJack Where'd That 6th Toe Come From?

    422
    May 7, 2003




    something like this you were thinking of making??

    it should be possible to make 2 weapons, and script it so that equiping one spawns the other in you inventory and equips it to the second hand slot automatically..

    not an ideal solution to the "integrated grende launcher" idea, but one that might work... i'll look into it...
     
  14. Wild_qwerty

    Wild_qwerty Sonny, I Watched the Vault Bein' Built!

    Feb 2, 2004
    Urgh! You gave away my idea....

    *EDIT*
    Cool Pictures though :)
     
  15. jargo

    jargo Where'd That 6th Toe Come From?

    492
    May 25, 2003
    I was trying to do the same BTW :)
     
  16. Berth

    Berth First time out of the vault

    54
    May 21, 2004
    not sure it'll be possible... i had the idea of knoking somebody with a rifle (first mode shot /second mode knok) but i never managed to do it
     
  17. Corpse

    Corpse Mildly Dipped

    545
    Apr 7, 2003
    I was trying to find a way around this too; I wanted to include an M-203 in a mod but ran into too many problems. Besides scripting it I don't see any easy way of incorporating this into the game.
     
  18. ColJack

    ColJack Where'd That 6th Toe Come From?

    422
    May 7, 2003
    YOUR idea?? i've had the same idea, along with just about everyone else who picked up a copy of the editor at some point.. :D
     
  19. jargo

    jargo Where'd That 6th Toe Come From?

    492
    May 25, 2003
    And that is 100% true :)
     
  20. PsychoSniper

    PsychoSniper So Old I'm Losing Radiation Signs

    Jun 27, 2003
    Meh, I still want someone to intergrate using a bipod on a Mgun where you lie prone to fire.