Es/Perfect Dark Source: Weapon Sets
Perfect Dark: Source introduce los sets de armas, también conocidos como perfiles de armas, sets de objetos, etc. Con éstos, las armas que salen en un mapa pueden cambiar según los intereses del administrador del servidor de juego.
Para Admins del Servidor
Añadir o modificar los sets de armas se puede lograr tanto utilizando comandos de consola para probar en el juego, o luego utilizando el bloc de notas y editando las definiciones del set de armas.
Editar weaponsets.txt
Este archivo es utilizado por el mod, está en la carpeta raíz del mod, al lado de GameInfo.txt.
El archivo consiste de una clave llamada WeaponSets que contiene una lista de claves WeaponSet. Cada weaponset tiene claves llamadas Name (Nombre) y Slots (Huecos). Name contiene el nombre del weaponset, que será utilizado dentro del juego. Slots contiene una lista numerada de armas y objetos. La lista no tiene por qué estar ordenada o completada, una lista puede contener slots del uno al 5 salvo el número 3. La lista d elos nombres de objetos que colocar en cada definición de huecos está aquí.
"WeaponSets" { "WeaponSet" { "Name" "Standard" "Slots" { "1" "falcon2" // Weapon #1 "2" "ammo_heavy" "3" "ammo_g_round" "4" "rcp120" "5" "ammo_medium" "6" "ammo_medium" "7" "superdragon" "8" "ammo_heavy" "9" "ammo_g_round" ... "16" "grenade" "17" "ammo_grenade" "18" "ammo_grenade" } } "WeaponSet" { "Name" "Random" "Slots" { "1" "<random>" } } "WeaponSet" { "Name" "Unarmed" "Slots" { "1" "<none>" } } }
The file is loaded with the mod. The first level loaded uses the first weapon set on the list. The current set may be modified by using a console command.
The number of slots on a weapon set equals the maximum slot number contained by it, for example, a weapon set with only slot 1 and 12 defined has twelve slots not two, slots 2 to 11 contain the item <none>.
When a map requires the content of a slot number greater than the number of slots on a weapon set the value will wrap and start counting again. On the previous example when asked for slot 13 the game will get to slot number 12, rollback, and start counting again, it will use the contents of slot 1. Slot 24 would use the contents of slot 12, slot 21 the contents of slot 9 (<none>) and so on.
The recommended number of slots to define on a weapon set is only 1 slot to make all weapons of the same type, 18 for a regular weapon set, or a multiple of 18 (36, 54, etc). The reason is so the weapon sets work on any map by agreeing on an standard with level designers.
Nombres de objetos
Names on bold are usable on the current release.
<allweaps-old> <allweaps-new> <random> <none> ar34 callisto cmp150 knife crossbow cyclone dartgun devastator dragon dy357 dy357lx falcon2 falcon2-sil falcon2-sco farsight grenade k7avenger laptopgun laser magsec4 mauler mineremote minetimed mineproxy nbomb phoenix rcp120 reaper rpg shotgun slayer sniper superdragon unarmed ammo_standard ammo_medium ammo_heavy ammo_maian ammo_skedar ammo_g_round ammo_rpg ammo_sk_rpg ammo_knives ammo_dart ammo_bolt ammo_shell ammo_magnum ammo_sniper ammo_grenade ammo_nbomb ammo_minetimed ammo_mineremote ammo_mineproxy shield
Names on bold are usable on the current release.
Comandos de la Consola
- weaponset_load <setname>
- Reload Weapon Set <setname> information from weaponsets.txt, overwrites unsaved changes done to sets during the session. If param is <all> then load all weapon sets.
- weaponset_use <setname>
- Set <setname> as the current weapon set.
- weaponset_modslot <itemslot> <itemnick>
- Modifies existing slot of current set.
Settings.scr
Currently, Perfect Dark: Source does not edit settings_default.scr or settings.scr automatically to include user modifications to weaponsets.txt.
When creating a listen server, the list of weapon sets can be modified by editing settings.scr manually on a text editor. Keep in mind that the index number associated to the set name depends on the order the sets appear on weaponsets.txt. The first set is always index 0.
Indexes 0, 1, 2 and 3 will always try to find Standard, Random, Unarmed and Beta Weapons respectively, no matter where they are located on weaponsets.txt and no matter what the actual sets for those indexes are. Indexes 4, 5, 6 etc will point to their respective indexes, without attempting a name lookup.
So, it is recommended to keep Standard, Random, Unarmed and Beta Weapons at the start of weaponsets.txt and add new sets at the end of the file.
Para diseñadores de niveles
To add a weapon spawn compatible with weapon sets the entity item_weaponset has to be placed on the map. Among the many options it includes, the spawning weapon has to be set as "Use Weapon Set" and the weapon set slot to any number. Numbers 1 through 18 under this template are recommended:
Slot 1: Strong Weapon Slot 2: Strong Weapon's Ammo 1 Slot 3: Strong Weapon's Ammo 2 Slot 4: Medium Weapon Slot 5: Medium Weapon's Ammo 1 Slot 6: Medium Weapon's Ammo 2 Slot 7: Weak Weapon Slot 8: Weak Weapon's Ammo 1 Slot 9: Weak Weapon's Ammo 2 (and repeat)
Greater numbers than 18 should be used for the slots when the map requires more than 18 weapon spawns, always keeping in mind the sets of 9 shown above. It is not a requirement that each item_weaponset entity has a different slot number for the mod to run correctly.
Más informaciónSee Also
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