I'll see if I can find any way around that.Just wanted to summarize my latest restart of the game now that I'm about to complete I'll go fix my FAL up with this and see what happens.ĮDIT: This silences the weapon entirely (no firing sound at all now). This may solve the problem I pointed out in another thread about the "burst" of sounds. We've worked around it but here is the simplest fix to getting a semi auto gun - change the bolded line's value to 0.
What piqued my interest here is that the M16 is labeled as full auto, so the "burst" code was apparently actually meant to determine bursts only in full auto. The MGL140 is "SingleShot" because the action (rotating of the cylinder) comes AFTER the firing.Īnd all full auto weapons are obviously FullAuto.
The M1903 and Ithaca are both "PrepareShot", presumably because before each firing an action has to be performed. (Sel is probably short for Select) "enum" before the code means it is giving the weapon its choices, and the first one is numbered as "0", hence the SPAS is single-shot or semi-auto. "sel" before a code means that this line is telling the weapon what it is going to do, in this case, "fire rate mode". I wish they would have just released an SDK, so we wouldn't have to use these bypass hacks, life would be so much easier.
Now I don't know if that means that it's just not wanting to read it from the patch file and we would have to find some way to actually replace the original files for it to or not? I'm also not sure how you would go about repacking world1.fat/world2.fat and common.fat.īut, for now until I get some conformation on the script and if it really is what is controlling the re-spawn (95% sure, btw), i'm just going to give up on this for now. So after a few more hours of testing different stuff out, I've come to the conclusion that patching in the script does not it doesn't read the script, it bypasses it and reads the original. It didn't So just to test I edited the file again, I removed a key section of the script, which would cause an error and thus crash the game. If (IsEntityLoaded(self.Target) = 1) thenĬScriptCallbackSystem_GetInstance():RemoveCallback(self.Target, self.callidOnTarget) Īfter some testing time, I've come to a conclusion on the enemy re-spawn time matter.ĭuring my testing, I've done a couple things, first off, I edited the script to wait for 5 minutes (just for testing) before it would "respawn" the enemies. If (IsEntityLoaded(self.ReinforcementPoint) = 1) thenĬScriptCallbackSystem_GetInstance():RemoveCallback(self.ReinforcementPoint, self.callidOnReinforcementPoint) If(self.callidOnReinforcementPoint ~= nil) then SpawnReinforcementScenario(self.ReinforcementPoint,self.Target,self.ReactOnlyToPlayer) įunction SpawnReinforcement:TrySpawnReinforcementScenario() Self.callidOnTarget = CScriptCallbackSystem_GetInstance():RegisterOnSpawnCallback(self.Target, self, "TrySpawnReinforcementScenario") If (IsEntityLoaded(self.Target) ~= 1) then Self.callidOnReinforcementPoint = CScriptCallbackSystem_GetInstance():RegisterOnSpawnCallback(self.ReinforcementPoint, self, "TrySpawnReinforcementScenario") If( IsEntityLoaded(self.ReinforcementPoint) ~= 1 ) then If self.ReinforcementPoint ~= nil and self.Target ~= nil then If (self.Target ~= nil and self.callidOnTarget ~= nil) thenĬbSyst:RemoveCallback(self.Target, self.callidOnTarget)
If (self.ReinforcementPoint ~= nil and self.callidOnReinforcementPoint ~= nil) thenĬbSyst:RemoveCallback(self.ReinforcementPoint, self.callidOnReinforcementPoint) I opened "21_WeaponProperties.xml" to edit the firemode, I used ' Crtl+f ' and searched for " M16 ", which took me to the section needed, scrolled down until I foundĬode: - DOMINO REFLECTION BOX STARTįunction SpawnReinforcement:UnregisterCallback()ĬbSyst = CScriptCallbackSystem_GetInstance()
Ok, used the bootstrap.bat to create all the files and folders, I then opened "mymod" folder and then the "patch" folder. So, i'm just gonna state what I have done and what I changed and maybe you guys can tell me if I did something wrong? I have done all sorts of different things trying to figure this out and nothing is working. "Hey, maybe it's one of the cached values that needs to be reset?" I fired off thousands of rounds, switched weapons, picked up a brand new one off the wall, nothing. So I then said "Hey, maybe I just need to start a new game?" Tried that, and it's still the same. I started the game and tried the weapon, nothing, still burst fire. xml files looking for stuff related to the weapons fire modes and I finally found it( I think), edited and made the patch file and put it in the Data_Win32 folder. Ok, i'm trying to edit the M16 (AR-16 ingame), to be full auto, instead of burst fire.