oh… almost forgot to mention.
if you do not want to make custom profiles, you can instead use entities.blk to change weapons
which it’s much easier to do.
however, it will be less historical accurate because of vanilla squad formation and cosmetics.
ideally you can straight up change weapons to be something else.
for example,
you can make the AS44 weapons into something else, like a stg 44.
stg_44{
_use:t="main_weap_slots"
_use:t="ironsights_open_assault_rifle"
animchar__res:t="stg_44_char"
gun__blk:t="content/enlisted/gamedata/weapons/stg_44.blk"
item__template:t="stg_44_gun_item"
item__proto:t="content/enlisted/gamedata/weapons/stg_44.blk"
item__weapTemplate:t="stg_44_gun"
item__name:t="items/stg_44"
item__weapType:t="assault_rifle"
item__weight:r=4.5
gun__locName:t="StG 44"
gun__statName:t="assault_rifle"
gun__sightsDistance:r=0.3
gun__shotFreq:r=10.83
gun_spread__maxDeltaAngle:r=0.66
gun_deviation__omegaRange:p2=30.0, 90.0
gun_deviation__omegaDevInc:p2=0.07, 0.5
gun_deviation__movementRange:p2=2.1, 4.0
gun_deviation__movementDevInc:p2=0.0, 15.0
gun_deviation__onShotDeviationChange:r=0.0
gun_deviation__shotTau:r=0.1
gun_deviation__extraDeviationTau:r=0.2
gun_deviation__maxDeviation:r=20.0
gun__reloadTime:r=2.6
gun__altReloadTime:r=2.1
"item__id:i"{
value:i=0
_hide:b=yes
}
"gun__ammoHolders:array"{
ammoHolders:t="stg_44_magazine"
ammoHolders:t="box_7_62x39_magazine"
}
"gun__shells:array"{
shells:t="content/enlisted/gamedata/weapons/bullets/7.92x33_kurz.blk"
}
"gun__firingModes:array"{
"mode:object"{
modeType:t="automatic"
}
"mode:object"{
modeType:t="burst"
burstSize:i=1
}
}
"gun__firingModeNames:array"{
mode:t="full_auto"
mode:t="semi_auto"
}
}
stg_44_gun{
_use:t="equipable_gun"
_use:t="stg_ww2_preset"
_use:t="stg_44"
_use:t="assault_rifle_rapid_muzzle_preset"
_use:t="hit_effect_group_12_14mm"
_use:t="gun_switch_firing_mode_sound"
_use:t="rifle_gun_aim_sound"
gun__length:r=0.4
gun__recoilAmount:r=0.049
gun__recoilDirAmount:r=0.8
gun__recoilDir:r=0.3
gun__visualRecoilMult:r=1.3
meleeSoundType:t="mgun"
gun__recoilControlMult:r=0.3
gun__recoilOffsMult:r=0.3
gun__rotationSpringMult:p3=0.75, 0.9, 0.9
gun_anim_var__fpsGunOffsetAlong:r=0.13
gun_anim_var__fpsGunOffsetAcross:r=0.025
gun_anim_var__fpsGunOffsetUp:r=0.025
gun__saveAmmoInChamberOnReload:b=yes
_group{
_tags:t="sound"
gun_sound__forceOneshot:b=yes
}
"gun_sound__shotPath:shared:object"{
_tags:t="sound"
path:t="/weapon/mgun/stg_44"
}
"sound_irqs:shared:object"{
_tags:t="sound"
"reload1:object"{
path:t="/weapon/mgun/stg_44/reload1/change_ammo"
}
"reload2:object"{
path:t="/weapon/mgun/stg_44/reload2/change_ammo"
}
"reload3:object"{
path:t="/weapon/mgun/stg_44/reload3/change_ammo"
}
"reload4:object"{
path:t="/weapon/mgun/stg_44/reload4/change_ammo"
}
}
"gun__mountPoints:shared:array"{
"point:object"{
type:t="rest"
recoil:r=-1.0
offset:p3=0.49, 0.02, 0.0
}
"point:object"{
type:t="rest"
recoil:r=-1.0
offset:p3=0.25, -0.195, 0.0
}
}
}
all you have to do, is find the right gun name ( in the as44 case )
as_44_late_gun{ // or any weapons name that can be found in the editor
_override:b=yes
[ put here code of the stg 44]
example;
as_44_late_gun{
_override:b=yes
animchar__res:t="stg_44_char"
collres__res:t="stg_44_collision"
gun__length:r=0.4
gun__recoilAmount:r=0.049
gun__recoilDirAmount:r=0.8
gun__recoilDir:r=0.3
gun__visualRecoilMult:r=1.3
meleeSoundType:t="mgun"
gun__recoilControlMult:r=0.3
gun__recoilOffsMult:r=0.3
gun__rotationSpringMult:p3=0.75, 0.9, 0.9
gun_anim_var__fpsGunOffsetAlong:r=0.13
gun_anim_var__fpsGunOffsetAcross:r=0.025
gun_anim_var__fpsGunOffsetUp:r=0.025
gun__saveAmmoInChamberOnReload:b=yes
_group{
_tags:t="sound"
gun_sound__forceOneshot:b=yes
}
"gun_sound__shotPath:shared:object"{
_tags:t="sound"
path:t="/weapon/mgun/stg_44"
}
"sound_irqs:shared:object"{
_tags:t="sound"
"reload1:object"{
path:t="/weapon/mgun/stg_44/reload1/change_ammo"
}
"reload2:object"{
path:t="/weapon/mgun/stg_44/reload2/change_ammo"
}
"reload3:object"{
path:t="/weapon/mgun/stg_44/reload3/change_ammo"
}
"reload4:object"{
path:t="/weapon/mgun/stg_44/reload4/change_ammo"
}
}
"gun__mountPoints:shared:array"{
"point:object"{
type:t="rest"
recoil:r=-1.0
offset:p3=0.49, 0.02, 0.0
}
"point:object"{
type:t="rest"
recoil:r=-1.0
offset:p3=0.25, -0.195, 0.0
}
}
}
this way, you effectively made the as44 as a stg.
distinction to make,
the X_gun"
is the template of the gun it self, where all the magic happens and where you can change ammo type, sounds, recoil, stats so to speak.
the X_gun_ITEM" instead, is the visual gun once a soldier dies.
more of a " visual " thing.
using this method may occasionally render the melee animations and melee functions of the gun as a whole non usable
but this way, you’ll tell the game to transform all those bad weapons into other ones.
all weapons should be here:
ww2_guns.txt (1.1 MB)
which pretty much, everytime once will spawn with for example, the as 44, they will get an stg instead.
the same concept applies to vehicles, but you’ll have to use the resourches linked above in the previous message over bazsi37 repo.
this way it’s a bit tedious, but much faster than custom made profiles.
you still won’t be able to prevent mass spam of auto, or decide what players spawns with. but you can get rid of those weapons that you do not like.
it depends what you like to do.