Call of Duty 4: Weapons Modding: Difference between revisions

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[[Category:Modding]]
[[Category:Modding]]
[[Category:Weapons]]
[[Category:Weapons]]
''by URBAN_LOGAN''<br><br>
<br>
[[Image:Nutshell.png]] This tutorial will show you how to create a weapon mod.
[[Image:Nutshell.png]] This tutorial will show you how to create a weapon mod.
<br><br>
<br><br>
*Create a new folder in CoD4/Mods called whatever you want, my example will be: "UberMod"
*This example will use the Stock ModWarfare as base.
*Use WinRar to extract the "Weapons" folder from iw_11.iwd in CoD4/main into my CoD4/Mods/Ubermod folder.
*Use WinRar to extract the "Weapons" folder from iw_11.iwd in CoD4/main into  
*Open ModBuilder.exe
*Selected "UberMod" from the drop down list titled "Mod" in the first tab "CSV Creator"
[cod4_path]/Mods/ModWarfare/
*Look through the list on the left (Files) and start moving the things you want to mod to the right (CSV). For example: "UberModweaponsspak47".
<br>
*Click New CSV, leave the setting at 'blank', and type in your mod name, UberMod, in this case.
'''Now, to actually mod the weapon you want. In this example we'll use the AK47.'''
*Click the "MOD Builder" tab. Select UberMod from the drop down menu (Mod).
<br>
*In the two big boxes, you'll get two lists. The list on the left is basically a list of the resources currently in your CSV file. The list on the right is all the files in your MOD folder (CoD4/Mods/UberMod)
*Go into [cod4_path]/Mods/ModWarfare/weapons/mp
<br><br>
*Open 'ak47_mp' with notepad.
'''Go ahead and check the things you want to mod (weaponsspak47 in this case)'''<br><br>
*Look at the strange complicated mess of code. Everything is fairly self-explanatory once you figure out the pattern.
*Make sure "Build Fast File" and "Build IWD File" are checked.
<br>
*Click Build Mod. At the bottom it will say "Building Fast Files...", so give it some time.
*Copy your CoD4 shortcut (singleplayer or multiplayer, whichever you modded). Right click it---> Properties. Then add to the target line:[ +set fs_game "mods/UberMod"] (copying only inside the brackets). This is your new shortcut to run your mod.
<br><br>
'''Now, to actually mod the weapon you want. In this example I'll use the AK47.'''
 
*Go into CoD4ModsUberModweaponssp
*Open 'ak47' with notepad.
*Gaze at the strange complicated mess of code. Everything is fairly self-explanatory once you figure out the pattern.
<br><br>
  For example: fireTypeFull Auto
  For example: fireTypeFull Auto


Fire type can be "Single Shot", "Full Auto", "2-Round Burst", "3-Round Burst", or "4-Round Burst". Without the quotes. Be sure to type it in exactly.
Fire type can be "Single Shot", "Full Auto", "2-Round Burst", "3-Round Burst", or "4-Round Burst". Without the quotes. Be sure to type it in exactly.
<br>
<br><br>
I changed it to: '''fireType2-Round Burst'''
Let's changed it to: '''fireType2-Round Burst'''
<br>
<br><br>
If you're having trouble finding certain lines, use the search function (cntrl+f) then put in "fireType".
If you're having trouble finding certain lines, use the search function (cntrl+f) then put in "fireType".
<br>
<br>
Line 41: Line 32:
[[Image:Information.png]] Optionally, you can adjust the other ammo stats, such as maxAmmo, dropAmmoMin, dropAmmoMax to fit. IE if I changed the gun instead to have a 300 round clip, but left the 'maxAmmo' attribute as the original, you would only be able to hold 1 clip at a time.
[[Image:Information.png]] Optionally, you can adjust the other ammo stats, such as maxAmmo, dropAmmoMin, dropAmmoMax to fit. IE if I changed the gun instead to have a 300 round clip, but left the 'maxAmmo' attribute as the original, you would only be able to hold 1 clip at a time.


'''Heres the codes for weapon damage:'''
'''Here are example codes for weapon damage:'''
 
*<font color="blue">damage100</font> - Base weapon damage, I think enemies have 200 health, since all the one-shot kill weapons are 200 damage.
 
*<font color="blue">minDamage85</font> - I can only guess that this means the weapon ranges between 85 and 100, ie 85-100 damage.
 
*<font color="blue">meleeDamage200</font> - This is 'knife' damage. The reason this code is in EVERY weapon, but ALL the same value, is because in the original call of duty games each weapon had a different melee damage, because the melee attack was 'rifle-bash'. So pistol-whipping did less than M1 Garand-whipping.
 
*<font color="blue">maxDamageRange1024</font> - Not sure on these values, I think it means that at 1024 units, the weapon deals the max damage (100).
 
*<font color="blue">minDamageRange2400</font> - And at 2400 meters, it deals the minimum damage (85). You'll notice that shorter-ranged weapons have smaller values (shotguns, pistols, etc)
 
*<font color="blue">playerDamage50</font> - How much damage the gun deals to the player from the hands of an enemy. No idea how much health the player has. I think 200, but different difficulty settings may change that (or damage modifiers).
<br>
So, let's changed it to:
 
damage200/minDamage200/meleeDamage200/maxDamageRange2500/minDamageRange5000/playerDamage150
 
*Once modded, save the file (no extension);
 
*Using Winzip or Winrar(but using .zip not .rar) open up the following file:
 
[cod4_path]/Mods/ModWarfare/z_ModWarfare.iwd
 
*Place the all weapon's folder inside this IWD
 
*To test locally you can now start the Multiplayer Executable, select Mods>ModWarfare and start a new server.
 
 
 
 
 
 
'''Extra Information by "Zaphax" [http://wiki.modsrepository.com/index.php/User:Zaphax]'''
----------------------------------------------------------------------------
 
 
'''".zip files and folders"'''
 
You can make as many .zip files in your mod folder but you must know what kind of folders to put.
 
Example we make "weapons.zip" file and place "textures" folder in it and place all the texture files to the folder so that you will remember what kind of files in the .zip file cause you named your file weapons so you know its everything or something about weapons so you could add either weapon textures to the .zip file or make everything including weapon scripts and weapon textures/skins the game automatically takes and uses your .zip files it opens them up but if there is "unreadable" files or folders it will not use them in your mod if they have normal names like: "skin" "weapons" "textures" "server" "admin" "script"
 
I mean normal names but folders are recommended to have lower cased letters like "skin" NOT! "Skin" or "SKIN" copy.
 
 
 
'''"How to make a mod (easy)"'''
 
This is very simple and easy guide how to make a mod.
 
Copy the "ModWarfare" folder to  cod4/mods/  then rename to the name you want your mod to have so use any lower case or uppercase it will show the way you make it. There are 2 ways to edit your mod. First way is just editing by your likings or second way by deleting all and doing it all from scratch.


*<font color="yellow">damage100</font>
1. Edit the current files, delete some, replace some, add some.
Base weapon damage, I think enemies have 200 health, since all the one-shot kill weapons are 200 damage.


*<font color="yellow">minDamage85</font>
2. Delete all the files and place your own files like .zip files that includ scrips or skins or even maps.
I can only guess that this means the weapon ranges between 85 and 100, ie 85-100 damage.


*<font color="yellow">meleeDamage200</font>
This is 'knife' damage. The reason this code is in EVERY weapon, but ALL the same value, is because in the original call of duty games each weapon had a different melee damage, because the melee attack was 'rifle-bash'. So pistol-whipping did less than M1 Garand-whipping.


*<font color="yellow">maxDamageRange1024</font>
Not sure on these values, I think it means that at 1024 units, the weapon deals the max damage (100).


*<font color="yellow">minDamageRange2400</font>
ModWarfare is allowed to copy, edit but DO NOT USE IT FOR COMMERCIAL USE!
And at 2400 meters, it deals the minimum damage (85)


You'll notice that shorter-ranged weapons have smaller values (shotguns, pistols, etc)
ModWarfare is just a demo mod that previews what or how you could make mods but its premade mod like prefabs for "Radiant"


<font color="yellow">playerDamage50</font>
How much damage the gun deals to the player from the hands of an enemy. No idea how much health the player has. I think 200, but different difficulty settings may change that (or damage modifiers).


So, I changed it to: damage200minDamage200meleeDamage200maxDamageRange
This information was written by "Zaphax" [http://wiki.modsrepository.com/index.php/User:Zaphax]
2500minDamageRange5000playerDamage150

Latest revision as of 03:25, 10 January 2011


This tutorial will show you how to create a weapon mod.

  • This example will use the Stock ModWarfare as base.
  • Use WinRar to extract the "Weapons" folder from iw_11.iwd in CoD4/main into
[cod4_path]/Mods/ModWarfare/


Now, to actually mod the weapon you want. In this example we'll use the AK47.

  • Go into [cod4_path]/Mods/ModWarfare/weapons/mp
  • Open 'ak47_mp' with notepad.
  • Look at the strange complicated mess of code. Everything is fairly self-explanatory once you figure out the pattern.


For example: fireTypeFull Auto

Fire type can be "Single Shot", "Full Auto", "2-Round Burst", "3-Round Burst", or "4-Round Burst". Without the quotes. Be sure to type it in exactly.

Let's changed it to: fireType2-Round Burst

If you're having trouble finding certain lines, use the search function (cntrl+f) then put in "fireType".
So, next we'll change the clipsize.

Original: clipSize30
Mine: clipSize20

Optionally, you can adjust the other ammo stats, such as maxAmmo, dropAmmoMin, dropAmmoMax to fit. IE if I changed the gun instead to have a 300 round clip, but left the 'maxAmmo' attribute as the original, you would only be able to hold 1 clip at a time.

Here are example codes for weapon damage:

  • damage100 - Base weapon damage, I think enemies have 200 health, since all the one-shot kill weapons are 200 damage.
  • minDamage85 - I can only guess that this means the weapon ranges between 85 and 100, ie 85-100 damage.
  • meleeDamage200 - This is 'knife' damage. The reason this code is in EVERY weapon, but ALL the same value, is because in the original call of duty games each weapon had a different melee damage, because the melee attack was 'rifle-bash'. So pistol-whipping did less than M1 Garand-whipping.
  • maxDamageRange1024 - Not sure on these values, I think it means that at 1024 units, the weapon deals the max damage (100).
  • minDamageRange2400 - And at 2400 meters, it deals the minimum damage (85). You'll notice that shorter-ranged weapons have smaller values (shotguns, pistols, etc)
  • playerDamage50 - How much damage the gun deals to the player from the hands of an enemy. No idea how much health the player has. I think 200, but different difficulty settings may change that (or damage modifiers).


So, let's changed it to:

damage200/minDamage200/meleeDamage200/maxDamageRange2500/minDamageRange5000/playerDamage150
  • Once modded, save the file (no extension);
  • Using Winzip or Winrar(but using .zip not .rar) open up the following file:
[cod4_path]/Mods/ModWarfare/z_ModWarfare.iwd
  • Place the all weapon's folder inside this IWD
  • To test locally you can now start the Multiplayer Executable, select Mods>ModWarfare and start a new server.




Extra Information by "Zaphax" [1]



".zip files and folders"

You can make as many .zip files in your mod folder but you must know what kind of folders to put.

Example we make "weapons.zip" file and place "textures" folder in it and place all the texture files to the folder so that you will remember what kind of files in the .zip file cause you named your file weapons so you know its everything or something about weapons so you could add either weapon textures to the .zip file or make everything including weapon scripts and weapon textures/skins the game automatically takes and uses your .zip files it opens them up but if there is "unreadable" files or folders it will not use them in your mod if they have normal names like: "skin" "weapons" "textures" "server" "admin" "script"

I mean normal names but folders are recommended to have lower cased letters like "skin" NOT! "Skin" or "SKIN" copy.


"How to make a mod (easy)"

This is very simple and easy guide how to make a mod.

Copy the "ModWarfare" folder to cod4/mods/ then rename to the name you want your mod to have so use any lower case or uppercase it will show the way you make it. There are 2 ways to edit your mod. First way is just editing by your likings or second way by deleting all and doing it all from scratch.

1. Edit the current files, delete some, replace some, add some.

2. Delete all the files and place your own files like .zip files that includ scrips or skins or even maps.


ModWarfare is allowed to copy, edit but DO NOT USE IT FOR COMMERCIAL USE!

ModWarfare is just a demo mod that previews what or how you could make mods but its premade mod like prefabs for "Radiant"


This information was written by "Zaphax" [2]