Call of Duty 4: Weapons Modding: Difference between revisions

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*<font color="yellow">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="yellow">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="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).
*<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).
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So, let's changed it to:  
So, let's changed it to:  

Revision as of 00:06, 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
[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.