Editing Weapons.DAT
This guide, is here to be used with or without
WAR_DTemplar5's
weapons.dat guide. Its a good guide but I thought a couple things could use
a better explanation and there are a few more things to add in. My thanks go out
to WAR_DTemplar5 for making the 1st guide, and to JK2.net for having all this
cool stuff, and last but NEVER least, to Raven for making such an awesome game!
Open the assets0.pk3 file. you can use
any ZIP program (WinZip, WinAce) once you do, you may/may not extract the
weapons.dat file. Makes no difference.

Now you need to open the weapons.dat file
in any text editor, I used notepad and chose the bowcaster for this example.
// WP_BOWCASTER
{
weapontype
WP_BOWCASTER
weaponclass
weapon_bowcaster
weaponmodel
models/weapons2/bowcaster/bowcaster.md3
weaponIcon
gfx/hud/w_icon_bowcaster
altchargesound
sound/weapons/bowcaster/altcharge.wav
ammotype
3
ammolowcount
15
energypershot
5
firetime
750
range
8192
altenergypershot 5
altfiretime
400
altrange
8192
missileFuncName
bowcaster_func
altmissileFuncName bowcaster_func
muzzleEffect
bowcaster/muzzle_flash
altmuzzleEffect
bowcaster/altmuzzle_flash
selectSound
sound/weapons/bowcaster/select.wav
chargesound
sound/weapons/bowcaster/altcharge.wav
}
More that aren't used
on the bowcaster
Ok, so this isn't the neatest in the
world, but you should seen it when it got pasted in.
Assets0.pk3, if extracted with the folder
tree intact, will give a you paths to all the sounds, images, models, etc.
Any paths shown in this guide are paths set inside the pk3 file. So if it is
extracted completely, you will see all the paths I'm talking about.
weapontype
This one MUST go first in your weapon code. All this does is assign the type
of weapon, but essentially its just the weapon name with "WP_" in front (ex:
WP_BOWCASTER, WP_BRYAR_PISTOL)
weaponclass
Next up on the list is the class, which
is the name again with "weapon_" in front (ex: weapon_bowcaster,
weapon_bryar_pisol)
weaponmodel
All this shows is where the model is
located in pk3 file (ex: models/weapons2/bowcaster/bowcaster.md3)
weaponIcon
This is where the icon used in-game on
you HUD is specified (ex: gfx/hud/w_icon_bowcaster)
altchargesound
When your Alternate Fire charges (in the
case of the bowcaster) this is where that sound goes (ex:
sound/weapons/bowcaster/altcharge.wav)
ammotype
This is the type of ammo you use
- 1 for no ammo (saber or stun baton)
- 2 for energy (stormy rifle)
- 3 for power cells (bowcaster)
- 4 for repeater and flectichte (particle ammo)
- 5 for rockets
- 6 for emplaced guns, AT-STs
- 7 for thermal dets
- 8 for trip mines
- 9 for det packs
**In the comments section of the
weapons.dat, the ammo type examples are from Elite Force (or so it seems) so you
can ignore that part of the comment
ammolowcount
This is used when you want the "Low Ammo"
warning to rear its ugly head. (ex: bowcaster is 15, so at 15 shots left the
warning shows up)
energypershot
This is the amount of ammo you will
expend when firing. (ex: bryar pistol uses 1, disruptor uses 3)
firetime
This is the amount of time between firings. the fire time is in milliseconds
(ex: 1000 = 1 second)
range
range is the range of the weapon. All the weapons say range = 8192, and
to my knowledge nobody has figured out what it exactly means. So don't
change it.
altenergypershot
Same as energypershot, but for alternate fire
altfiretime
Same as firetime, but for the alternate fire
altrange
same again
missileFuncName
Missile fly function. Just a function to tell it how to fly. (or so it
seems)
altmissileFuncName
ditto from above
muzzleEffect
Tells where the effect of the muzzle is located, like a muzzle flash (ex:
bowcaster/muzzle_flash)
altmuzzleEffect
yup, you guessed it, same as above, jus add "alt"
selectSound
Path to the sound it plays when the weapon is selected (ex:
sound/weapons/bowcaster/select.wav)
chargesound
same as altchargesound.....why they put one up front and one at the end who
knows...
More
More are coming later.... within the next couple of days hopefully...
-- Gorc, 4/10/02
|