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Fubar512

SF2 Weapons Editor is out

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Yeah TK said that a skilled modder could use note pad to edit weaps BUT most of us are NOT skilled modders :biggrin: So I for one can not even begin to make this work.

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Well let's just say I could probably make a WEP pack, and I don't even have SF2 lol

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Just follow the same format as you would for adding groundobjects and aircraft. Every individual add-on weapon should have its own separate folder, containing all the .lod, .bmp, and .ini files for that weapon, as well as a unique weapondata file of its very own.

 

As Brain32 implied, it's very simple. :ok:

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Which .ini files, if I may ask?

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Which .ini files, if I may ask?

 

The same folder structure as a groundobject or aircraft would have, including a main.ini and a data.ini for that weapon. The patch would be "My Documents\ThirdWire\StrikeFighters2\Objects\Weapons, and then the folder for that weapon.

 

Just look at your groundobjects folders for guidance. You'll figure it out :ok:

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Yes, but it's no longer necessary to use a weapons editor to modify it (unless you wish to remove or replace existing entries).

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Very Cool! :rockon: Thanks for the Info......Gone adding Weaps.....

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And if You know Uni-Code, You can make the .Dat too.....

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And if You know Uni-Code, You can make the .Dat too.....

Precisely. Otherwise, it might prove awkward to port over hundreds, if not upwards of 1000 weapons, by hand.

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Precisely. Otherwise, it might prove awkward to port over hundreds, if not upwards of 1000 weapons, by hand.

Add a weapons folder to the object folder in your SF2 install (remember, it's in the "My Documents" folder), drop this in, and use the format for guidance:

r_60mk.rar

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OK.

But You know, Word Pad would be better. It'll read Unicode.......

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Now have 900 Weaps and climbing.......

 

Just like Ground Objects......hummm

Edited by 331Killerbee

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Everything is smooth.......Just watch the ECM Pods. There's about two to three new entries for them....

 

MinFreq=

MaxFreq=

CanJamCW=<-- I assume either TRUE or FALSE.

Edited by 331Killerbee

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Already said that it'll act like the adding ground objects and aircraft :ph34r: .

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If You get the Weapons Pack that AOCBravo and Team did......Alot of the work is already done....

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OK.....The biggest problem I see is Editting the Effects....Most of the "Old" Effects were done in DX9. The new SF2 Effects and Particalsystem.ini uses new "Plug-in's" for DX10. Many of the "Old Effects" are just outdated by the "New Effects". With that said, It's just like Fubar512 said, It's just a matter of editting in Note Pad.......

 

 

You can still use the "Old Effects". But I suggest giving the new ParticalSystem.INI a once over....

 

BTW......You'll find the F4AFTERBURNER there too......hint,hint... :assassin:

Edited by 331Killerbee

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Remember, You've got to have an .LOD File in every Folder for it to work.........

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Happy, Hungry Flanker in SF2

 

post-6008-1236080531_thumb.jpg

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Everything is smooth.......Just watch the ECM Pods. There's about two to three new entries for them....

 

MinFreq=

MaxFreq=

CanJamCW=<-- I assume either TRUE or FALSE.

 

FYI, there's also a new jammer type added. In addition to NOISE_JAMMER and DECEPTIVE_JAMMER, there's now a DUALMODE_JAMMER, as well (at least in the aircraftobject.dll).

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So, KB, when you releaseing the SF2 Wep Pak???? :rofl:

 

You all relaize you just might make me have to spend 20 buck I don't have to get SF2....<sigh>

If so, at least I"ll be able to rest the new terrains in it...

 

Wrench

kevin stein

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So, KB, when you releaseing the SF2 Wep Pak???? :rofl:

 

You all relaize you just might make me have to spend 20 buck I don't have to get SF2....<sigh>

If so, at least I"ll be able to rest the new terrains in it...

 

Wrench

kevin stein

 

Kevin, You can be an evil dude.....lol

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