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Old 11-14-2010, 01:26 AM   #1 (permalink)
 
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Default I fail at CoD4 weapon mods. Please help.

(I don't know if anybody can help but worth a shot)

Okay, I'm trying to make an alternate weapons mod for CoD4, but I've run into a bit of a snag trying to convert the Barrett .50cal to an M98B, which is a bolt-action. I was able to convert the Barrett to a bolt-action, but I've come across a glitch I can't seem to get rid of, where the sight is raised WAY up and you can't see except inside the gun when the bolt's cycled.
Spoiler:


I'm pretty sure it has to do with the rechamber animation being set to that of the M40A3, but I'm trying to find a way to make it so it automatically resets instead of having to sprint and have it reset then.

So yes, if anybody can help in any way, that would be awesome.
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Old 11-14-2010, 06:59 AM   #2 (permalink)
 
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Default Re: I fail at CoD4 weapon mods. Please help.

I have no experience of the CoD4 mod tools, but I'm sure abc does.

It was something I was thinking of trying out though, so I might download it, and see what I can do.
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Old 11-14-2010, 01:23 PM   #3 (permalink)
 
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Default Re: I fail at CoD4 weapon mods. Please help.

Actually, this is being done without the mod tools. All I did was convert iw_11.iwd to a zip, copied the weapons folder to mods, and modified the weapons in TextEdit from there.
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Old 11-14-2010, 02:49 PM   #4 (permalink)
 
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Default Re: I fail at CoD4 weapon mods. Please help.

Just tried having the default idle and walk animation be that of the M40A3, but that only made things worse and didn't fix the sight problem. cg_gun positions had to be used to fix it, but that applied to all other guns in the server.
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Old 11-14-2010, 03:22 PM   #5 (permalink)
 
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Default Re: I fail at CoD4 weapon mods. Please help.

Why not try editing some of the other snipers in a similar fashion to see if this a specific problem with your mod, or just a general problem?
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Old 11-14-2010, 03:33 PM   #6 (permalink)
 
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Default Re: I fail at CoD4 weapon mods. Please help.

Tried editing the Dragunov and M21 the same way, they also had the same sight problem.

All I can really think of is to scrap the M98B concept and instead go with a different semi-auto sniper.
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Old 11-14-2010, 03:35 PM   #7 (permalink)
 
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Default Re: I fail at CoD4 weapon mods. Please help.

Let's start again, from the beginning. Can you go through your method of making this "mod" in a bit more detailed, including what you've added/changed etc.?
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Old 11-14-2010, 03:44 PM   #8 (permalink)
 
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Default Re: I fail at CoD4 weapon mods. Please help.

Alright. What I did was edit \boltaction\ to 1 and adjusted the rechamberTime and rechamberBoltTimes to that of the M40A3 (Sort of copy/paste), and found the rechamber animations (Titled \rechamberAnim\) and copied and pasted the rechamber animation from the M40A3_mp document to the empty area in there (\\ indicates an unused area). I did the same with the area titled "\adsRechamberAnim\" by pasting viewmodel_M40a3_rechamber in. I'm trying to find where you can adjust the ADS options in the conglomerate mess of coding, but all I can find that's available is the FOV and the raise/transition times as well as adjustable spread (Only used on shotguns).

I'm currently readjusting all the bolt-action-related options back to that of the original barrett_mp, settling for a different one, possibly the SVU or HGK M-96.
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Old 11-14-2010, 03:50 PM   #9 (permalink)
 
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Default Re: I fail at CoD4 weapon mods. Please help.

I see. So the problem is that there literally is no animation that exists that will work successfully with the Barrett and not cause any clipping etc.

The only possible way of making this work, I think would be to use the nod tools and approach this from a slightly different angle. I believe it is possible to "start off" with the m40a3_mp model, and then simply re-model/re-texture it to look like the Barrett (although I have no idea how much time/effort this would take).
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Old 11-14-2010, 03:55 PM   #10 (permalink)
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Default Re: I fail at CoD4 weapon mods. Please help.

Every weapon has the option of every attribute. So you can set the bullet penetration of a USP45 to that of an LMG or give a shotgun a range of 100,000,000 and make it fully auto.

In this case OP is has editted the weapon file to say \bolt action \1\

Needless to say some weapon models (the non bolt action ones in this case) don't suit particular attributes (I've found that the COMP M2 sight on the M4 etc doesn't work well at higher zoom levels for e.g.)

Without reading an entire weaponfile, I can't help. From memory, I don't recall that there are many options for altering the pre-defined options (e.g. no X, Y, Z coordinates for the weapon during reloading or w/e)
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Old 11-14-2010, 03:58 PM   #11 (permalink)
 
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Default Re: I fail at CoD4 weapon mods. Please help.

Right, those have to be adjusted in-game and affect all weapons. Modeling weapons is already on my to-do list, so I was expecting a solution like that. And yes, I did dick around with the shotguns, made the W1200 an anti-everything gun shooting 3000 pellets with rifle penetration before disappearing, I don't think anybody can resist. Also made the 74u into a Saiga.
Spoiler:

EDIT: Is it legal to post what I have for the Barrett ACOG coding, within a spoiler? (Spoiler so that nobody has to see the wall of text unless they want to)
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Last edited by Clock; 11-14-2010 at 04:11 PM.
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