I am preparing to upload the Earth Shield maps to sandbox after the event ends. But i cannot figure out how to bypass the weapon unlocking system.
I tried
browning_m1919a6_blood_gun{
_override:b=yes
_use:t="gun_with_initial_ammo"
}
browning_m1919a6_blood_gun_item{
_override:b=yes
_use:t="browning_m1919a6_blood_gun"
"gun__initialAmmoHoldersCount:list<i>"{
item:i=2
}
}
fg_42_blood_gun{
_override:b=yes
_use:t="gun_with_initial_ammo"
}
fg_42_blood_gun_item{
_override:b=yes
_use:t="fg_42_blood_gun"
"gun__initialAmmoHoldersCount:list<i>"{
item:i=7
}
}
ppsh_41_blood_gun{
_override:b=yes
_use:t="gun_with_initial_ammo"
}
ppsh_41_blood_gun_item{
_override:b=yes
_use:t="ppsh_41_blood_gun"
"gun__initialAmmoHoldersCount:list<i>"{
item:i=4
}
}
rd_44_blood_gun{
_override:b=yes
_use:t="gun_with_initial_ammo"
}
rd_44_blood_gun_item{
_override:b=yes
_use:t="rd_44_blood_gun"
"gun__initialAmmoHoldersCount:list<i>"{
item:i=3
}
}
stg_44_blood_gun{
_override:b=yes
_use:t="gun_with_initial_ammo"
}
stg_44_blood_gun_item{
_override:b=yes
_use:t="stg_44_blood_gun"
"gun__initialAmmoHoldersCount:list<i>"{
item:i=6
}
}
thompson_m1928a1_50_drum_blood_gun{
_override:b=yes
_use:t="gun_with_initial_ammo"
}
thompson_m1928a1_50_drum_blood_gun_item{
_override:b=yes
_use:t="thompson_m1928a1_50_drum_blood_gun"
"gun__initialAmmoHoldersCount:list<i>"{
item:i=4
}
}
type_100_mg_blood_gun{
_override:b=yes
_use:t="gun_with_initial_ammo"
}
type_100_mg_blood_gun_item{
_override:b=yes
_use:t="type_100_mg_blood_gun"
"gun__initialAmmoHoldersCount:list<i>"{
item:i=3
}
}
special_weapon_box_victorch{
_use:t="special_weapon_box_base"
"paid_loot__specialWeapTemplatesBase:list<t>"{
item:t="fg_42_blood_gun_item+item_in_world+ui_visible+disable_update"
item:t="stg_44_blood_gun_item+item_in_world+ui_visible+disable_update"
item:t="thompson_m1928a1_50_drum_blood_gun_item+item_in_world+ui_visible+disable_update"
item:t="ppsh_41_blood_gun_item+item_in_world+ui_visible+disable_update"
item:t="type_100_mg_blood_gun_item+item_in_world+ui_visible+disable_update"
item:t="browning_m1919a6_blood_gun_item+item_in_world+ui_visible+disable_update"
item:t="rd_44_blood_gun_item+item_in_world+ui_visible+disable_update"
}
}
special_box_creator{
_override:b=yes
special_box_creator__template:t="special_weapon_box_victorch"
}
But this doesn’t work, as the blk that gets imported would override everything i do in entities.blk
The only thing that can be modified in this system, is the halloween gun entity.
thompson_m1928a1_50_drum_halloween_gun{
_override:b=yes
item__unlockId:t=""
}
This does change the unlock Id, but setting it to a null string (“”) still doesn’t allow the gun to be drawn from the chest
@Bazsi37 @Devenddar any ideas?
by creating/“replicating” a new entity.
if you just want the skins,
then you can recreate them like this:
zombo_m1928a1_50_drum{
_use:t="browning_m1919a6_blood_gun"
}
and if that doesn’t work,
you can then just copy and paste the default gun as a new code and then change their animchar.
browning_m1919a6_zombo{
_use:t="browning_m1919a6_gun"
[ and add here all the zombies parameters / modifiers ]
animchar__res:t="browning_m1919a6_blood_char"
}
however, in both cases you’ll have to change all gun references with the new entity that you created.
( mostly inside the boxes, and profiles )
1 Like
The problem is that you cant change the references with the boxes
It is hardcoded by the import in scene.blk
import{
scene:t="content/enlisted/gamedata/scenes/halloween_event_missions/_pacific_new_georgia_caves_halloween_boxes.blk"
}
Is there something we can do to trick the game to make our soldier entity have all the unlocks
ah.
welp.
not sure.
sorry…
i just assumed it was much simpler than that.
fatal error as usual.
in that case, i hope davenddar or bazsi can help ya more than i can.
1 Like
Yeah.
Import just import info from another one scene.blk that inside game files. In editor you can clone all entities and then remove import in scene.blk file. Import doesn’t affect to entities.
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Oh i totally forgot about that post. My brain definitely wasn’t working when i read that post. Thank you. That just make it so easy
I was going to do that if you didn’t answer. Because thats the only other way
Or you can find file in game files (you have path) and then copy paste code to your scene.blk.
1 Like
I mean, where do this code belong to
Never mind, i literally forgot what i found
But even if i add it to zombie travel mode, it still doesn’t unlock
zombie_travel_mode{
_override:b=yes
"zombie_mode__unlocksIds:list<t>"{
value:t="jap_halloween_hero_unlock"
value:t="type_100_mg_blood_unlock"
value:t="browning_m1919a6_blood_unlock"
value:t="rd_44_blood_unlock"
value:t="ger_halloween_hero_unlock"
value:t="fg_42_model_2_blood_unlock"
value:t="stg_44_blood_unlock"
value:t="ppsh_41_blood_unlock"
value:t="thompson_m1928a1_50_drum_blood_unlock"
}
"zombie_mode__unlocksTemplates:list<t>"{
value:t="lanciafiamme_m35_blood_halloween_gun_item+item_in_world+ui_visible+disable_update"
value:t="type_100_mg_blood_halloween_gun_item+item_in_world+ui_visible+disable_update"
value:t="browning_m1919a6_blood_halloween_gun_item+item_in_world+ui_visible+disable_update"
value:t="rd_44_blood_halloween_gun_item+item_in_world+ui_visible+disable_update"
value:t="mg_15_blood_halloween_gun_item+item_in_world+ui_visible+disable_update"
value:t="fg_42_blood_halloween_gun_item+item_in_world+ui_visible+disable_update"
value:t="stg_44_blood_halloween_gun_item+item_in_world+ui_visible+disable_update"
value:t="ppsh_41_blood_halloween_gun_item+item_in_world+ui_visible+disable_update"
value:t="thompson_m1928a1_50_drum_blood_halloween_gun_item+item_in_world+ui_visible+disable_update"
value:t="browning_auto_5_blood_halloween_gun_item+item_in_world+ui_visible+disable_update"
value:t="winchester_model_1912_trench_blood_halloween_gun_item+item_in_world+ui_visible+disable_update"
value:t="toz_b_blood_halloween_gun_item+item_in_world+ui_visible+disable_update"
value:t="katana_halloween_item+item_in_world+ui_visible+disable_update"
}
}
@Devenddar Can you help checking if it is the problem with the original event scenes? I want to keep it as un-editted as it can, as this will be a preservation project used to keep the old things alive for future generations
I’m sorry if I didn’t quite understand you correctly.
It doesn’t unlock. Just allow us to get special weapons from boxes. Unlocks only weapon drop, but they still can be locked.
Here’s classic version:
"zombie_mode__unlocksIds:list<t>"{
value:t="fg_42_model_2_blood_unlock"
value:t="stg_44_blood_unlock"
value:t="thompson_m1928a1_50_drum_blood_unlock"
value:t="ppsh_41_blood_unlock"
value:t="type_100_mg_blood_unlock"
value:t="browning_m1919a6_blood_unlock"
value:t="rd_44_blood_unlock"
}
"zombie_mode__unlocksTemplates:list<t>"{
value:t="fg_42_halloween_gun_item+item_in_world+ui_visible+disable_update"
value:t="stg_44_halloween_gun_item+item_in_world+ui_visible+disable_update"
value:t="thompson_m1928a1_50_drum_halloween_gun_item+item_in_world+ui_visible+disable_update"
value:t="ppsh_41_halloween_gun_item+item_in_world+ui_visible+disable_update"
value:t="type_100_mg_halloween_gun_item+item_in_world+ui_visible+disable_update"
value:t="browning_m1919a6_halloween_gun_item+item_in_world+ui_visible+disable_update"
value:t="rd_44_halloween_gun_item+item_in_world+ui_visible+disable_update"
}
Probably you should need to just create weapon entity copy and put them to paid_loot__weapTemplates list. Also need edit changes to their drop in paid_loot__weapRandomizeWeight . IIRC in event special weapons list have 50% drop.
then we need to copy every weapon loot box locations
since the loot boxes are hard-coded by the import scene
Edit: NEVER MIND
It is way easier than i have ever thought thanks to
@Bazsi37
You still can use find entity tool.
Yes except all of those special_box_creators are imported with the import{}
statement in scene.blk
So you need to copy everything from the blk to the scene and then you can mess with it however you want
EASY! NOW ALL BECOMES MINE!
Why is it not working?
special_weapon_box_victorch{
_use:t="special_weapon_box_base"
"paid_loot__specialWeapTemplatesBase:list<t>"{
item:t="fg_42_blood_gun_item+item_in_world+ui_visible+disable_update"
item:t="stg_44_blood_gun_item+item_in_world+ui_visible+disable_update"
item:t="thompson_m1928a1_50_drum_blood_gun_item+item_in_world+ui_visible+disable_update"
item:t="ppsh_41_blood_gun_item+item_in_world+ui_visible+disable_update"
item:t="type_100_mg_blood_gun_item+item_in_world+ui_visible+disable_update"
item:t="browning_m1919a6_blood_gun_item+item_in_world+ui_visible+disable_update"
item:t="rd_44_blood_gun_item+item_in_world+ui_visible+disable_update"
}
}
How exactly? What happends when you try to use it? Can you use other boxes? If you mean that it doesn’t drop then probably you don’t have unlocks.
But i intend to bypass the unlock by replacing the special weapon drop with my own code
thompson_m1928a1_50_drum_blood_gun{
_override:b=yes
_use:t="gun_with_initial_ammo"
}
thompson_m1928a1_50_drum_blood_gun_item{
_override:b=yes
_use:t="thompson_m1928a1_50_drum_blood_gun"
"gun__initialAmmoHoldersCount:list<i>"{
item:i=4
}
}
Weapons look like this
Nope. You unlocked weapon pickup and now can pickup it, but special weapon drop list contains seperate locks. Each unlock id in zombie_mode__unlocksIds allows drop weapon with same id in zombie_mode__unlocksTemplates /paid_loot__specialWeapTemplatesBase (it’s probably overrides by zombie_travel_mode entity and zombie_mode__unlocksTemplates ).
That’s why I suggested to put them in paid_loot__weapTemplates .
1 Like
oh i missed that
Well i guess its time to f with maths again
1 Like
I guess my maths is so bad that i forgot I only need to put same weight for each gun since it is 50%
But hey, thanks for the help, i finally make it work
1 Like