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Post by mikeweeks2346 on Oct 30, 2015 19:49:28 GMT
Okay, from the previous exchanges it appears by putting "-1" is the purchase price for any weapon which can be picked up in-game, it should show up in the shop. As Jeff stated, that's the only way a player can move acquired weapons into specific weapon slots (which I always do). Whether to allow attachments or not is another issue within the shop file.
I base the above on Bontainer's statement regarding how he set the parameters in NM. That is, the purchase price for the P416 is set to "-1", for example. Once you find it, then it shows up.
Next to tackle is how to eliminate those free weapons when you climb X number of towers. I assume it'll be like the weapons which only get unlocked by story mission progression or specific side quests -- you "blank out" the appropriate code for the specific weapon.
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Post by JRavens on Oct 31, 2015 2:00:35 GMT
Here is the block from the Crossbow:
<Generic disLibItemId="7793450159827" Name="Special weapons/Auto cross" hidGUID_Legacy="{BCF01E56-5588-4597-9548-50054611898B}" hidSingleObject="0" bCanBeShared="1" hidName="Special weapons/Auto cross" disId="1702" locidItemNameId="195229" shpcatCategory="11" shpscataSubCategory1="187" shpscatbSubCategory2="168" shpitpeItemType="66" shpisubtpeItemSubType="255" locidDescriptionId="195252" locidBuyConditionId="-1" locidRecommendedUse="640144544" locidLockText="348758" bIsSingleHanded="1" locidWeaponTypeText="283787" selAttachmentType="0" ammoAmmoType="none" iAmmoAmount="0" selGadgetType="0" arkArchetype="7792905702112" fRotationSpeed="0.2" fRotationAmplitude="0.05" sName="" fRefillAllAmmoCostMultiplier="1" iXPOnLoot="0" iKarmaOnLoot="0" iSortId="10" UnlockOnMissionComplete="MIS_150_MAIN" UnlockFromScript="Tower17" ecoUnlockFromShopItem="0" sUnlocksAbility="" bVisibleWhenLocked="1" bVisibleInInventory="0" bShowCurrentCount="0" sShopIconName="AutoCross" sHudIconName="" sOptPopupImageName="" bIsLootItem="0" bIsTreasureMap="0" bIsRareItem="0" selCollectibleType="3" bIsWeaponStatistics="1" sULC_Name="" wikiItemId="1452" sStatStringToUpdate="">
See the bolded entries above?
UnlockOnMissionComplete lists the mission which when completed will make these available (but NOT for free) in the shop. Until then they are hidden UNLESS bVisibleWhenLocked="1" in which case they can be seen but not purchased (they are locked). bVisibleWhenLocked="0" will hide weapons while they are locked.
UnlockFromScript="Tower17" lists the number of towers needed to unlock and give the weapon for free (in this case 17 bell towers). This will override the mission unlock entry above if the player climbs the towers before completing the missions. Sadly there is no way to make this unlock a weapon and NOT make it free. The weapons unlocked from towers will always be free due to internal coding.
In addition finding the weapon in the world will override BOTH of the entries above and simultaneously unlock it in the shop and give it to you for free.
My gut instinct (this needs to be tested) to achieve what you want would be to set the fields for all the weapons you want to change as follows:
UnlockOnMissionComplete="MIS_999_MAIN" (an erroneous mission that does not exist and therefore the player can NEVER unlock the weapons unless found or given by bell towers)
UnlockFromScript="" (remove all tower entries so no towers give free weapons)
buyValue="-1" (set all buy values to -1 so that the weapon cannot be bought)
bVisibleWhenLocked="0" (weapons will not show until you own them)
This *should* make it so that weapons do not appear in the shop until the player finds them in the open world and they do not get any weapons for free from bell towers (be careful - are there any weapons which cannot be found in the open world?)
If you leave the attachments alone then you should be able to still add various attachments to weapons you've found (you will have to purchase them)
That's about the best advice I can give at this point. Like I say it should work, but testing will be necessary (as always) to insure things work the way you expect.
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Post by mikeweeks2346 on Oct 31, 2015 6:48:42 GMT
Thanks a lot Jeff. The above really helps. As for:
"This *should* make it so that weapons do not appear in the shop until the player finds them in the open world and they do not get any weapons for free from bell towers (be careful - are there any weapons which cannot be found in the open world?)"
Yup there are. The challenge is what to do with them (if anything) as it relates to a more restrictive game. An example: the MP5; it gets unlocked (available to be purchased after a story mission. IIRC, Cultural Exchange, but the specific mission isn't important) and it's free when you climb the 12th tower - which in vanilla means having gotten to the north via the story mission. However you can pickup the BZ19, and until you do so, the earlier SMGs will have to do if you wish to use one.
One which can only be purchased is the MG42 (non-signature Buzzsaw). There are others, the later, more powerful weapons. The idea is not to have all weapons available in any event.
Case in point; in-game ARs for pickup are the AK and P416 only. Interesting enough (using the OW mod) both do the same damage, with the P416 more accurate. Currently running around with a plain-ole' AK with no attachments to see how it deals with the RA types in the south - just fine except for the defender class with their beefed up damage. Really need to do head shots, and with plain-ole' iron sights it's a bit more of a challenge.
What I'm checking for in my current game play is the weapons made available when you start a mission; case in point - the flare gun when it's time to either burn down the tea factory or save the drug fields. It's free however when you climb the sixth tower.
Again, thanks for taking the time to explain some of the specific code.
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Post by bontainer on Nov 2, 2015 11:15:10 GMT
BTW, you don`t have to set the values to -1 to hide items, a simple "-" in front of the number suffices, eg. 45000 becomes -45000, that makes it easier to revert later. Important is only that the value is negative.
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Post by predaaator on Nov 5, 2015 7:42:27 GMT
Is there a way to remove the message that you have unlocked a weapons? is annoying every time you enter in the shop in a custom map
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Post by JRavens on Nov 5, 2015 11:28:04 GMT
Maybe through the oasisstrings you could remove it... 8B1CD7C7A93F1F18.maybe.rml has some HUD messages, but I think these are mostly about free weapons being unlocked from towers.
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Post by predaaator on Nov 5, 2015 18:51:08 GMT
Maybe through the oasisstrings you could remove it... 8B1CD7C7A93F1F18.maybe.rml has some HUD messages, but I think these are mostly about free weapons being unlocked from towers. Can you tell me how to edit the oasisstrings?
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Post by JRavens on Nov 5, 2015 23:53:55 GMT
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Post by predaaator on Nov 6, 2015 1:31:43 GMT
Thanks my friend, I will take a look
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