3d Retreat Forums
3d Retreat Forums
Home | Profile | Register | Active Topics | Members | Search | FAQ
Username:
Password:
Save Password
Forgot your Password?

 All Forums
 Ghost Recon Retreat
 Mods
 MODding help...
 New Topic  Reply to Topic
 Printer Friendly
Author Previous Topic Topic Next Topic  

sboss
Private

3 Posts

Posted - 12/30/2002 :  09:45:56 AM  Show Profile  Reply with Quote
Helllo All,

I am trying to add a MOD to Ghost Recon, that only adds more "kit"s for sniper/rifleman. All I want todo is take weapons from other MODs (original/3rd party) and make new groupings (like a sniper rifle with a shotgun (neostat?)). I have built the new .kit files with IGOR but I can not figure out how to make the mod with them in it.

Thanks
Scott

Jack57
Private

Australia
35 Posts

Posted - 12/30/2002 :  8:23:20 PM  Show Profile  Visit Jack57's Homepage  Reply with Quote
Hi Scott,
All you really need to do is create a new mod folder with a kits\rifleman subdirectory ie: Ghost Recon\Mods\MyMod\kits\rifleman, and place your kit files in there. If you start with rifleman-01.kit and work consecutively your kits will replace the default kits with the same name as long as your mod has priority (lowest on the list). If you only want your kits to show and no others, you will need to copy all the rifleman.atr files into your mod and edit the kit path.
Be sure to place a modscont.txt in your mod folder so it will show up in the mods list - just copy an existing one and edit the contents.

Cheers Jack

Go to Top of Page

sboss
Private

3 Posts

Posted - 12/30/2002 :  11:10:21 PM  Show Profile  Reply with Quote
Thanks for the help Jack57.

I would like to have the rifleman kits I add, be added to the list (rifleman-43, rifleman-44, etc, or whatever the next available numbers are).

Thanks again
Scott
Go to Top of Page

Jack57
Private

Australia
35 Posts

Posted - 12/30/2002 :  11:38:11 PM  Show Profile  Visit Jack57's Homepage  Reply with Quote
Yes, sometimes it can get a little confusing just how GR handles this. In some mods I think I have seen that they have copied the original kit files into their mod and then continued on with the next number for their own kits. I'm not sure what GR would do if a number were missing - probably spit the dummy and ctd, the usual thing.
Anyway, have a tinker and I'm sure you'll work it out.

Cheers, Jack

Go to Top of Page

Jester_alamo
Private

USA
4 Posts

Posted - 01/14/2003 :  4:04:11 PM  Show Profile  Visit Jester_alamo's Homepage  Send Jester_alamo an AOL message  Send Jester_alamo an ICQ Message  Click to see Jester_alamo's MSN Messenger address  Send Jester_alamo a Yahoo! Message  Reply with Quote
Jack I have tried as you said to make a kit but am unable to have it show up in the list. I even created a folder. I know I sound like a total newbie here but how exactly do I make the folder into a mod of its own or how can I add this gun and kit into game play?
Jester

Jester
Go to Top of Page

Jack57
Private

Australia
35 Posts

Posted - 01/16/2003 :  06:08:39 AM  Show Profile  Visit Jack57's Homepage  Reply with Quote
To make a mod that will show in the mods list, create a directory tree like this: Ghost Recon\Mods\MyMod\kits\rifleman. Substitute the last one for whatever class of kit you are creating.
Pit your kit file in it and in the MyMod directory copy/paste a modscont.txt file from any other mod file - open it and change the contents to suit. You should now be able to activate it in the Mods menu. If you have say, a rifleman-01.kit in your mod and it has priority it should show in that slot.

Hope that helps,
Cheers Jack

Go to Top of Page

Jester_alamo
Private

USA
4 Posts

Posted - 01/27/2003 :  6:09:49 PM  Show Profile  Visit Jester_alamo's Homepage  Send Jester_alamo an AOL message  Send Jester_alamo an ICQ Message  Click to see Jester_alamo's MSN Messenger address  Send Jester_alamo a Yahoo! Message  Reply with Quote
Thx Jack that help a lot. We are off to build our own mods now and see how we can get them going. Also if you know how to get the vehicles to move on a path that would help a great deal too.


Jester
Go to Top of Page

transcendentnb2
Sergeant

USA
184 Posts

Posted - 01/27/2003 :  8:24:31 PM  Show Profile  Visit transcendentnb2's Homepage  Send transcendentnb2 an AOL message  Reply with Quote
FYI... "MOD" is lowercase... it's an abbriviation, not an acronym.
Go to Top of Page

AO3_Chucky
Recruit

USA
1 Posts

Posted - 02/25/2003 :  4:16:27 PM  Show Profile  Visit AO3_Chucky's Homepage  Send AO3_Chucky an AOL message  Reply with Quote
I'm having a problem trying to get hostages or pilot follow me
antone out there know a laymen term to do it lol

AO3-4EVER
Go to Top of Page

WOLFAnubis
Private

38 Posts

Posted - 02/26/2003 :  8:46:40 PM  Show Profile  Visit WOLFAnubis's Homepage  Send WOLFAnubis an AOL message  Reply with Quote
quote:
[i]Originally posted by AO3_Chucky[/i]
[br]I'm having a problem trying to get hostages or pilot follow me
antone out there know a laymen term to do it lol




um ok

Visit us at www.wolfservers.com and click this link to see who is on our servers real time ---> http://www.wolfservers.com/new_wolf_tracker/gr.html
Go to Top of Page

Jack57
Private

Australia
35 Posts

Posted - 03/01/2003 :  06:00:46 AM  Show Profile  Visit Jack57's Homepage  Reply with Quote
quote:
[i]Originally posted by AO3_Chucky[/i]
[br]I'm having a problem trying to get hostages or pilot follow me
antone out there know a laymen term to do it lol


You need to set their behaviour to Hostage (or Captive as the case may be) in Igor - use the HostageActorOn response. Then in-game bump into them as per usual and they will follow you. If you want to be able to 'deposit' them someplace and then carry on with the mission then use the HostageActorOff response triggered by a Proximity Zone or similar.

Jack oot!

Go to Top of Page

Jester_alamo
Private

USA
4 Posts

Posted - 03/13/2003 :  1:06:25 PM  Show Profile  Visit Jester_alamo's Homepage  Send Jester_alamo an AOL message  Send Jester_alamo an ICQ Message  Click to see Jester_alamo's MSN Messenger address  Send Jester_alamo a Yahoo! Message  Reply with Quote
I have made my own mod but when I am adding the gun kits how do you get them in the order. for instance end of the Island thunder ends with rifleman-25.kit and I want to start with rifleman-26.kit but it never shows up. Is there another file I need to add to my kits to show that there are more? I can overide 25 easy but when it comes to adding to it, it is not working.

Jester
Go to Top of Page

Jack57
Private

Australia
35 Posts

Posted - 03/13/2003 :  4:44:18 PM  Show Profile  Visit Jack57's Homepage  Reply with Quote
@Jester_alamo, mostly when I have done this in a mod I have had new actor files as well so it was simply a matter of changing the kitfile path in the actor files.
I have done some testing with what you are trying to do and this is what I came up with.
Incidentally, I have 37 rifleman kits available if both IT and DS are active, and 28 if just IT.
For example, if I have my 4 custom rifleman kits start from rifleman-05.kit or any number above, then they will show up in slots 5 thru 8, and the total number of kits will increase accordingly. Must be something to do with the original configuration (pre-patch) only having 4 kits, search me. If they start at rifleman-01.kit then they will "replace" the existing ones of the same name and the total number of kits will stay the same.
If you want to have total control over what kits occupy what slots, I would suggest you copy all the original kits into your mods kit directories, and then add your new ones.
I hope this isn't too confusing how I have explained it, but it does not seem to be altogehter straight forward.

Cheers, Jack

Go to Top of Page
  Previous Topic Topic Next Topic  
 New Topic  Reply to Topic
 Printer Friendly
Jump To:
3d Retreat Forums © © 2000 - 2003 3d Retreat Go To Top Of Page
This page was generated in 0.3 seconds. Snitz Forums 2000