Perfect Dark Source: Weapon Sets

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Perfect Dark Source introduces weapon sets, also known as weapon profiles, item sets, etc. With these, the weapons that spawn on a map can vary to the admin's tastes.


For Server Admins

Adding or modifying weapon sets can be accomplished by using console commands to test in-game then loading notepad and editing the weapon set definitions.

Editing weaponsets.txt

This file is required by the mod, it resides at the root level, next to GameInfo.txt.

The file consists of a key named WeaponSets that contains a list of WeaponSet keys. Each weaponset has a Name and Slots keys. Name contains the name of the weaponset, this name will be used ingame. Slots contains a numbered list of weapons/items. The list doesn't have to be ordered neither does it have to be complete, a list may contain slots 1 through 5 except number 3. The list of item names to place on each slot definition is here.

"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.

Item Names

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.

Console Commands

  • 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.

For Level Designers

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.

See Also