Weapons costume issue... broken guns.

This is starting to just make me feel like a complete idiot...

Things I have been able to do:
- Make weapons costumes into totally stand alone weapons
- Make totally stand alone weapons support skins
- Make exactly one weapons support a costume, but no skins for said costume

It seems that any time I try to use an item for another weapons costume, it breaks everything. EXAMPLE!
Code:
    <Costume>
      <Name>Pistol-Revolver</Name>
      <_Editor>
        <Category>Entries:weapon_radial:pistol</Category>
      </_Editor>
      <Animation_Group>Pistol</Animation_Group>
      <Brass>Handgun</Brass>
      <Audio>
        <Weapon_Model>PISTOL_ALIENREVOLVER</Weapon_Model>
        <Hit_Wall_Sound>IMP_METAL_HIT</Hit_Wall_Sound>
        <Spinning_Snd_Pitch_End>1</Spinning_Snd_Pitch_End>
        <looping>False</looping>
        <Sound_Radius>60</Sound_Radius>
        <Soundbank_Name>Wep_Alien_Ranged_Heavy</Soundbank_Name>
        <alt_looping>False</alt_looping>
      </Audio>
      <Constant_Effects />
      <Effect_Situations>
        <Effect_Situation>
          <Situation>overheat</Situation>
          <Effect>Wep_OverHeat</Effect>
        </Effect_Situation>
      </Effect_Situations>
      <Tracer_Info>
        <Tracer>Alien_Rifle_Tracer</Tracer>
        <Tracer_NPC>Alien_Rifle_Tracer</Tracer_NPC>
        <Alt_Tracer>Alien_Rifle_Tracer</Alt_Tracer>
        <Alt_Tracer_NPC>Alien_Rifle_Tracer</Alt_Tracer_NPC>
        <Tracer_Frequency>1</Tracer_Frequency>
      </Tracer_Info>
      <Alt_Override_Bullet_Impact_Effect>BulletHit_StagRifle</Alt_Override_Bullet_Impact_Effect>
      <Override_Bullet_Impact_Effect_NPC>BulletHit_StagRifle</Override_Bullet_Impact_Effect_NPC>
      <Alt_Override_Bullet_Impact_Effect_NPC>BulletHit_StagRifle</Alt_Override_Bullet_Impact_Effect_NPC>
      <Weapon_Entry>Pistol-Revolver</Weapon_Entry>
      <Item_Entry>Pistol-Revolver</Item_Entry>
      <Inventory_Entry>Pistol-Revolver</Inventory_Entry>
      <Costume_Slot_Index>0</Costume_Slot_Index>
      <Misc_Effects />
      <Display_Name>CUST_WPN_COSTUME_DESC_ALIENPISTOL_0</Display_Name>
      <Description>CUST_WPN_COSTUME_NAME_ALIENPISTOL_0</Description>
      <Underslung_Fine_Aim>False</Underslung_Fine_Aim>
      <Reload_Animation_Group>StagRifle</Reload_Animation_Group>
    </Costume>

That is the code for the Laser Pistol, just the normal one that the Zen use. Notice how it is indexed at 0, this is the index for the default costume for all guns. This is the code for the Han Solo costume for the rapid fire handgun:
Code:
    <Costume>
      <Name>PistolLight-1-Blaster</Name>
      <_Editor>
        <Category>Entries:weapon_radial:pistol</Category>
      </_Editor>
      <Animation_Group>Pistol</Animation_Group>
      <Audio>
        <Weapon_Model>PISTOL_LIGHTBLASTER</Weapon_Model>
        <Hit_Wall_Sound>IMP_METAL_HIT</Hit_Wall_Sound>
        <Spinning_Snd_Pitch_End>1</Spinning_Snd_Pitch_End>
        <looping>False</looping>
        <Sound_Radius>50</Sound_Radius>
        <Soundbank_Name>Wep_Pistol_Lt_Costume</Soundbank_Name>
        <alt_looping>False</alt_looping>
      </Audio>
      <Constant_Effects />
      <Effect_Situations>
        <Effect_Situation>
          <Situation>player flashlight</Situation>
          <Effect>VFX_Wep_FlashLight</Effect>
        </Effect_Situation>
        <Effect_Situation>
          <Situation>npc flashlight</Situation>
          <Effect>VFX_Wep_FlashLight</Effect>
        </Effect_Situation>
        <Effect_Situation>
          <Situation>muzzle flash</Situation>
          <Effect>VFX_PistolBlaster_Muzz</Effect>
        </Effect_Situation>
        <Effect_Situation>
          <Situation>tracer</Situation>
          <Effect>VFX_PistolBlaster_Tracer</Effect>
        </Effect_Situation>
      </Effect_Situations>
      <Tracer_Info>
        <Tracer>Pistol-Blaster</Tracer>
        <Tracer_NPC>Pistol-Blaster</Tracer_NPC>
        <Alt_Tracer>Pistol-Blaster</Alt_Tracer>
        <Alt_Tracer_NPC>Pistol-Blaster</Alt_Tracer_NPC>
        <Tracer_Frequency>1</Tracer_Frequency>
      </Tracer_Info>
      <Costume_Slot_Index>1</Costume_Slot_Index>
      <Weapon_Entry>Pistol-Police</Weapon_Entry>
      <Item_Entry>Pistol-LightBlaster</Item_Entry>
      <Inventory_Entry>Pistol-Police-Smuggler</Inventory_Entry>
      <Misc_Effects>
        <VFX>VFX_PistolBlaster_Tracer</VFX>
        <VFX>VFX_PistolBlaster_Muzz</VFX>
      </Misc_Effects>
      <Display_Name>CUST_WPN_COSTUME_DESC_LTPISTOL_1</Display_Name>
      <Description>CUST_WPN_COSTUME_DESC_LTPISTOL_1_DESC</Description>
      <Override_Bullet_Impact_Effect>VFX_PistolBlaster_HitVFX</Override_Bullet_Impact_Effect>
      <Alt_Override_Bullet_Impact_Effect>VFX_PistolBlaster_HitVFX</Alt_Override_Bullet_Impact_Effect>
      <Override_Bullet_Impact_Effect_NPC>VFX_PistolBlaster_HitVFX</Override_Bullet_Impact_Effect_NPC>
      <Alt_Override_Bullet_Impact_Effect_NPC>VFX_PistolBlaster_HitVFX</Alt_Override_Bullet_Impact_Effect_NPC>
      <Underslung_Fine_Aim>False</Underslung_Fine_Aim>
      <Unlocked>True</Unlocked>
    </Costume>

Here is what I assumed would be a totally functional code to give the laser pistol the Han Solo costume, as I got this SAME SETUP to work ONE TIME. I did the exact same changes to make the WW2 sniper rifle costume work on my stand alone burst rifle. It will not support skins, because if I make that change it breaks the costume on both rifles. So what happens when I use this code:
Code:
    <Costume>
      <Name>Pistol-Revolver-1-Blaster</Name>
      <_Editor>
        <Category>Entries:weapon_radial:pistol</Category>
      </_Editor>
      <Animation_Group>Pistol</Animation_Group>
      <Audio>
        <Weapon_Model>PISTOL_LIGHTBLASTER</Weapon_Model>
        <Hit_Wall_Sound>IMP_METAL_HIT</Hit_Wall_Sound>
        <Spinning_Snd_Pitch_End>1</Spinning_Snd_Pitch_End>
        <looping>False</looping>
        <Sound_Radius>50</Sound_Radius>
        <Soundbank_Name>Wep_Pistol_Lt_Costume</Soundbank_Name>
        <alt_looping>False</alt_looping>
      </Audio>
      <Constant_Effects />
      <Effect_Situations>
        <Effect_Situation>
          <Situation>player flashlight</Situation>
          <Effect>VFX_Wep_FlashLight</Effect>
        </Effect_Situation>
        <Effect_Situation>
          <Situation>npc flashlight</Situation>
          <Effect>VFX_Wep_FlashLight</Effect>
        </Effect_Situation>
        <Effect_Situation>
          <Situation>muzzle flash</Situation>
          <Effect>VFX_PistolBlaster_Muzz</Effect>
        </Effect_Situation>
        <Effect_Situation>
          <Situation>tracer</Situation>
          <Effect>VFX_PistolBlaster_Tracer</Effect>
        </Effect_Situation>
      </Effect_Situations>
      <Tracer_Info>
        <Tracer>Pistol-Blaster</Tracer>
        <Tracer_NPC>Pistol-Blaster</Tracer_NPC>
        <Alt_Tracer>Pistol-Blaster</Alt_Tracer>
        <Alt_Tracer_NPC>Pistol-Blaster</Alt_Tracer_NPC>
        <Tracer_Frequency>1</Tracer_Frequency>
      </Tracer_Info>
      <Costume_Slot_Index>1</Costume_Slot_Index>
      <Weapon_Entry>Pistol-Revolver</Weapon_Entry>
      <Item_Entry>Pistol-LightBlaster</Item_Entry>
      <Inventory_Entry>Pistol-Police-Smuggler</Inventory_Entry>
      <Misc_Effects>
        <VFX>VFX_PistolBlaster_Tracer</VFX>
        <VFX>VFX_PistolBlaster_Muzz</VFX>
      </Misc_Effects>
      <Display_Name>CUST_WPN_COSTUME_DESC_LTPISTOL_1</Display_Name>
      <Description>CUST_WPN_COSTUME_DESC_LTPISTOL_1_DESC</Description>
      <Override_Bullet_Impact_Effect>VFX_PistolBlaster_HitVFX</Override_Bullet_Impact_Effect>
      <Alt_Override_Bullet_Impact_Effect>VFX_PistolBlaster_HitVFX</Alt_Override_Bullet_Impact_Effect>
      <Override_Bullet_Impact_Effect_NPC>VFX_PistolBlaster_HitVFX</Override_Bullet_Impact_Effect_NPC>
      <Alt_Override_Bullet_Impact_Effect_NPC>VFX_PistolBlaster_HitVFX</Alt_Override_Bullet_Impact_Effect_NPC>
      <Underslung_Fine_Aim>False</Underslung_Fine_Aim>
      <Unlocked>True</Unlocked>
    </Costume>

I'll tell you what happens... NOTHING! It just breaks the weapon model for both guns. There is no Han Solo blaster costume for light or laser. You're treated to its utter removal from the game for some daft reason. I've tried all kinds of things, even creating brand new inventory entries and everything. Its literally easier to make stand alone weapons. o_O

Any thoughts?
 
Um, I'm confused by what you mean when you say weapon "costume".

I assume you mean the skins when you go to customize it?

I've never even looked at weapon stuff inside the game, but if it's texture-related, maybe my tutorial for changing texture names helps?

At least for renaming textures, it would load as invisible until I changed both its reference in an .XTBL and its reference inside the .asm_pc file (had to hex edit the .asm).

I assume it'd be the same case if any duplicate anythings would be involved, but...that's really a blind stab.

EDIT: Oh, okay. Thanks for the clarification, Idol. (Didn't want to just make a post that says "OK".)
 
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Um, I'm confused by what you mean when you say weapon "costume".

A weapon costume is a new mesh/model. Weapon skins are a subset of a weapon costume; i.e. a texture.

Example:
El Fugitivo (guitar case rocket launcher) is a costume
The diamond version of the guitar case is a skin
 
Yup, and I even setup separate entries for the same mech in the items3d.xtbl, still can't seem to duplicate costumes. I have to be missing something obvious.
 
Maybe the system doesn't like changing a skin to a different weapon in the same radial?
No that can't be as you have already created a couple of rifles that do just that...

Maybe there is a limit on skin settings for existing weapons???
But that would not explain why the skin is removed from its regular weapon...

Noticed on the third code set you didn't include the situation settings from the zen weapon.
Code:
<Effect_Situation> <Situation>overheat</Situation> <Effect>Wep_OverHeat</Effect> </Effect_Situation>
Maybe adding that at the top of the effect situation tree will help.

If this is a weapon that over heats and that part is missing it could cause problems... but I think that would be ingame problems not in friendly fire menu problems...

I hope you figure this out.

Oh and how would I go about setting up a Phazer (use the 3 Star Trek Skins) that uses the Disintegrator ray and put it in the explosives group.
Well besides coping the rifle disintegrator settings (weapons.xtbl) and setting it to use the pistol skin, and change menu location to explosive (instead of rifle). What needs to be added to the weapon costumes table, weapon skins table, store weapons table, and so on???
 
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