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 the [cod4_path]/Mods/ModWarfare folder.
*Open ModBuilder.exe
<br>
*Selected "UberMod" from the drop down list titled "Mod" in the first tab "CSV Creator"
'''Now, to actually mod the weapon you want. In this example we'll use the AK47.'''
*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.
*Go into [cod4_path]/Mods/ModWarfare/weapons/mp
*Click the "MOD Builder" tab. Select UberMod from the drop down menu (Mod).
*Open 'ak47_mp' with notepad.
*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)
*Look at the strange complicated mess of code. Everything is fairly self-explanatory once you figure out the pattern.
<br><br>
<br>
'''Go ahead and check the things you want to mod (weaponsspak47 in this case)'''<br><br>
*Make sure "Build Fast File" and "Build IWD File" are checked.
*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


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[[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.


'''Here ar eexample codes for weapon damage:'''
'''Here are example codes for weapon damage:'''


*<font color="yellow">damage100</font>
*<font color="yellow">damage100</font>
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2500minDamageRange5000playerDamage150
2500minDamageRange5000playerDamage150


*Once modded, save the file (no extension) and place within a folder structure like this:
*Once modded, save the file (no extension);
 
*Using Winzip or Winrar(but using .zip not .rar) open up the following file:


  weapons\mp
  [cod4_path]/Mods/ModWarfare/z_ModWarfare.iwd


*Use Winzip or Winrar(but using .zip not .rar) to pack the new weapon files in a file named '''weapons.zip''' for instance.
*Place the all weapon's folder inside this IWD


*Finally rename the file to '''weapons.iwd''' and place in the server AND redirect mods Folder.
*To test locally you can now start the Multiplayer Executable, select Mods>ModWarfare and start a new server.

Revision as of 00:02, 6 November 2008


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 the [cod4_path]/Mods/ModWarfare folder.


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.
I 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, I changed it to: damage200minDamage200meleeDamage200maxDamageRange 2500minDamageRange5000playerDamage150

  • 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.