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Adding New Weapons via modding the item and weaposn DAT files.


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Posted

Is this already possible since the E5 and DC15S are already in? Or...would that be a future update? I've been trying to add the F11D by DT as a stand alone, but no luck so far. :(

Posted

Well, the weapons.dat is replaced with a weapons.json, that can be swapped out with a cvar. Maybe not in the current version of Academy, but definitely in Outcast.

 

It's always been my intention to have "infinite" weapons which use some kind of external script for logic. I originally tried this in Angelscript and then in Pawn, but I want to try at least a few other options (including a homebrew functional programming language-like Haskell) before (probably) settling on Lua.

 

So consider this "something we always planned for"

Posted

Well, the weapons.dat is replaced with a weapons.json, that can be swapped out with a cvar. Maybe not in the current version of Academy, but definitely in Outcast.

 

It's always been my intention to have "infinite" weapons which use some kind of external script for logic. I originally tried this in Angelscript and then in Pawn, but I want to try at least a few other options (including a homebrew functional programming language-like Haskell) before (probably) settling on Lua.

 

So consider this "something we always planned for"

In that case, I look forward to "V2" of Academy Enchanced and "V2" of Outcast Enhanced. :D And for now, I can always replace the E5 with the F11D, which is what I did. Kinda cool to have the E11 and F11 together in your inventory, even though that one is just a more advanced version of the other.

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