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Author Topic: Getting flare back on SFRecon (WeaponsMod.ini explanation)  (Read 2292 times)

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Offline 82nd_DXO_COL=Shad

Getting flare back on SFRecon (WeaponsMod.ini explanation)
« on: Monday, January 20, 2014, 22:11:20 PM »
Code: [Select]
;  WeaponMod.ini description by Shad
;  The way personal weapon mods work is that in your local client System folder, you
;  have a file called WeaponsMod.ini
;  Everytime a server classes you to 'Weapon_M4A1_Rifle_mod' (class SF), it references this file for your setup.
;  You would then choose a weapon 'set' when connected to the server.
;  A long time ago, I remember being able to change this file in the America's Army client.  You had a weapons config tab.
;  I did this when SFRecon was released so I could have the flare launcher.  I discovered all this when researching how to get it back.
;  In 2.5, this is gone.  You can still modify WeaponsMod.ini, where the settings are stored.
;  In theory, anytime an admin would forceclass you to SF, you could use a custom file (maybe why they took out of the client)
;
;  Some Mod Attachments available but not all tested:
;  AGP_Inventory.WeaponMod_Acog4x
;  AGP_Inventory.WeaponMod_HeatShield          typically used when doing without the grenade launcher
;  AGP_Inventory.WeaponMod_M203_Gren         
;  AGP_Inventory.WeaponMod_M4qd_Suppressor     add the ability to fit a supressor
;  AGP_Inventory.WeaponMod_Flare_Gren          M203 launcher that can take M583 Flares - works nice on SFRecon!
;  AGP_Inventory.WeaponMod_Harris_Bipod
;  AGP_Inventory.WeaponMod_AKs74u_Ironsight
;  AGP_Inventory.WeaponMod_Anpeq5_Laser        Maybe nightvision + scope.
;  AGP_Inventory.WeaponMod_Anpvs10_Sight       Night vision scope.  Possibly related to Anpeq5_Laser
;  AGP_Inventory.WeaponMod_BS1_Gren
;  AGP_Inventory.WeaponMod_Compact_AimPoint
;  AGP_Inventory.WeaponMod_Cone_Suppressor
;  AGP_Inventory.WeaponMod_Ironsight
;  AGP_Inventory.WeaponMod_Kobra_Reflex
;  AGP_Inventory.WeaponMod_M68_AimPoint
;  AGP_Inventory.WeaponMod_PBS4_Suppressor
;  AGP_Inventory.WeaponMod_PSO
;  AGP_Inventory.WeaponMod_Reflex
;  AGP_Inventory.WeaponMod_SPR_Suppressor
;  AGP_Inventory.WeaponMod_VariX_Scope
;  AGP_Inventory.WeaponMod_Vintorez_Scope
;  AGP_Inventory.WeaponMod_Virtual_Cone_Suppressor
;  AGP_Inventory.WeaponMod_Virtual_SPR_Suppressor
;  AGP_Inventory.WeaponMod_VliFlashLight
;
;  How to add a weapon.  You can modify one of the 'sets'.  Only 5 are allowed.
;  Here is an example on how to modify a 'set'.
;  To add the 'flare' (M203) launcher on Set 5 (index 4),
;
;  Slot_0_(4)=AGP_Inventory.WeaponMod_Acog4x
;  Slot_1_(4)=AGP_Inventory.WeaponMod_HeatShield
;  Slot_2_(4)=AGP_Inventory.WeaponMod_HeatShield
;  Slot_3_(4)=AGP_Inventory.WeaponMod_HeatShield
;  Slot_4_(4)=AGP_Inventory.WeaponMod_Flare_Gren
;  Slot_5_(4)=AGP_Inventory.WeaponMod_M4qd_Suppressor

;  this file can be used to replace your copy of WeaponMods.ini.  It will be rewritten without the comments
;
;  So, the full example might look like this:  ()
[WeaponMods]
CurrentWeapon=AGP_Inventory.Weapon_M4A1_Rifle_Mod
 
[AGP_Inventory.Weapon_M4A1_Rifle_Mod]
CurrentIndex=1
NumMods=5
IndexName(0)=Set 1
IndexName(1)=Set 2
IndexName(2)=Set 3
IndexName(3)=Set 4
IndexName(4)=Set 5
Slot_0_(0)=AGP_Inventory.WeaponMod_Acog4x
Slot_1_(0)=AGP_Inventory.WeaponMod_HeatShield
Slot_2_(0)=AGP_Inventory.WeaponMod_HeatShield
Slot_3_(0)=AGP_Inventory.WeaponMod_HeatShield
Slot_4_(0)=AGP_Inventory.WeaponMod_M203_Gren
Slot_5_(0)=AGP_Inventory.WeaponMod_M4qd_Suppressor
;
Slot_0_(1)=AGP_Inventory.WeaponMod_M68_Aimpoint
Slot_1_(1)=AGP_Inventory.WeaponMod_HeatShield
Slot_2_(1)=AGP_Inventory.WeaponMod_HeatShield
Slot_3_(1)=AGP_Inventory.WeaponMod_HeatShield
Slot_4_(1)=AGP_Inventory.WeaponMod_M203_Gren
Slot_5_(1)=AGP_Inventory.WeaponMod_M4qd_Suppressor
;
Slot_0_(2)=AGP_Inventory.WeaponMod_Acog4x
Slot_1_(2)=AGP_Inventory.WeaponMod_HeatShield
Slot_2_(2)=AGP_Inventory.WeaponMod_HeatShield
Slot_3_(2)=AGP_Inventory.WeaponMod_HeatShield
Slot_4_(2)=AGP_Inventory.WeaponMod_Harris_Bipod
Slot_5_(2)=AGP_Inventory.WeaponMod_M4qd_Suppressor
;
Slot_0_(3)=AGP_Inventory.WeaponMod_M68_AimPoint
Slot_1_(3)=AGP_Inventory.WeaponMod_HeatShield
Slot_2_(3)=AGP_Inventory.WeaponMod_HeatShield
Slot_3_(3)=AGP_Inventory.WeaponMod_HeatShield
Slot_4_(3)=AGP_Inventory.WeaponMod_Harris_Bipod
Slot_5_(3)=AGP_Inventory.WeaponMod_M4qd_Suppressor
;
Slot_0_(4)=AGP_Inventory.WeaponMod_Acog4x
Slot_1_(4)=AGP_Inventory.WeaponMod_HeatShield
Slot_2_(4)=AGP_Inventory.WeaponMod_HeatShield
Slot_3_(4)=AGP_Inventory.WeaponMod_HeatShield
Slot_4_(4)=AGP_Inventory.WeaponMod_Flare_Gren
Slot_5_(4)=AGP_Inventory.WeaponMod_M4qd_Suppressor


Offline ELiZ

Re: Getting flare back on SFRecon (WeaponsMod.ini explanation)
« Reply #1 on: Monday, January 20, 2014, 22:27:30 PM »
Use this tip on your on risk
At the moment we don't have any checks for the slots, but this might change in the future.
Might result in a permanent ban if we decide it have gained an unfair advantage.

if you change
CurrentWeapon=AGP_Inventory.Weapon_M4A1_Rifle_Mod

to anything else, you will earn yourself a permanent ban.



Offline 82nd_DXO_COL=Shad

Re: Getting flare back on SFRecon (WeaponsMod.ini explanation)
« Reply #2 on: Monday, January 20, 2014, 22:49:45 PM »
SF class requires this file, so it shouldn't be banned.  I don't think there is anything really hackable about it other than having a custom rifle (with a bipod attachment, without 203, ect)  whenver SF is used causing admins a little grief, but they can easily kick players as well.
Ammo availability/counts are still SF (look at AGP_Inventory.Weapon_M4A1_Rifle_Mod) and are controlled by the maps.  There might be the possibility of using another AGP_Inventory section, but I doubt it and if so, that information isn't widely known to people that still play.
If you HAVE to overwrite WeaponsMod.ini, at least allow the normal stuff. 

I researched this info just to bring back the flares  which was allowable when SFRecon came out  :D
« Last Edit: Monday, January 20, 2014, 22:52:44 PM by 82nd_DXO_COL=Shad »

Offline ELiZ

Re: Getting flare back on SFRecon (WeaponsMod.ini explanation)
« Reply #3 on: Monday, January 20, 2014, 23:03:09 PM »
SF class requires this file, so it shouldn't be banned.  I don't think there is anything really hackable about it other than having a custom rifle (with a bipod attachment, without 203, ect)  whenver SF is used causing admins a little grief, but they can easily kick players as well.
Ammo availability/counts are still SF (look at AGP_Inventory.Weapon_M4A1_Rifle_Mod) and are controlled by the maps.  There might be the possibility of using another AGP_Inventory section, but I doubt it and if so, that information isn't widely known to people that still play.
If you HAVE to overwrite WeaponsMod.ini, at least allow the normal stuff. 

I researched this info just to bring back the flares  which was allowable when SFRecon came out  :D

I wrote that the slots at the moment are ok to change.
It might change if it's discovered that it's exploitable.
 
« Last Edit: Tuesday, January 21, 2014, 01:37:37 AM by ELiZ »

Offline Possessed

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Re: Getting flare back on SFRecon (WeaponsMod.ini explanation)
« Reply #4 on: Tuesday, January 21, 2014, 19:37:11 PM »
that could be solved with a simple edit to the map :)
wich should be a good addition, imo, better ask the ppl that play Recon regulary(and there is ppl that does @ EU)
« Last Edit: Tuesday, January 21, 2014, 19:39:41 PM by Possessed »
These things I have spoken unto you, that in me ye might have peace. In the world ye shall have tribulation: but be of good cheer; I have overcome the world.
John 16:33


 

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