Door Kickers

Door Kickers

Platoon Workshop
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Adding New Breaching Charges
Hey Guys, I've been trying unsucessfully for the last 4 days to add a new type of breaching charge to the game. I've looked through all of Red Panda's code from his Modded Breaching Charges, and tried to change everything i would need to to get it to work, but no matter what it refuses to work correctly.

They are added to the game and equippable to the officers, but as soon as you select a door to breach and try to select the charge, it says "utility pouch not filled" as though i haven't given my officer any charges at all, when i know i have. Any help on this would be greatly appreciated.

Thanks.
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Showing 1-3 of 3 comments
Vulpe Nebuna  [developer] 18 Sep, 2016 @ 12:35pm 
maybe posting the files would be useful?
well ive added the equipment value


<BreachingCharge name="Breach Strip" inventoryBinding="UtilityPouch" quantity="2" >
<RenderObject2D texture="data/textures/gui/customization/items/BStrip.png"/>
<Skin binding="weaponless"/>
<Description value="@breaching_charge_desc"/>

<!-- area2 size does not contain area1 -->
<ModifiableParams
deployTime="2000"

area1HeightMeters="4"
area1WidthMeters="2"
area1Damage="12"
area1StunTime="3000"

area2HeightMeters="2"
area2WidthMeters="2"
area2Damage="8"
area2StunTime="2000"
/>

<Parameters explosionSound="SFX_CHARGE_EXPL">

<!-- burn marks are randomly rotated/scaled for diversity -->
<FX
explosionAnimation="ANIM_FX_DOOR_EXPLOSION"
debrisAnimation="ANIM_FX_DOOR_EXPLODE_DEBRIS"
burnMarkEntity="BurnMark1"
shrapnelEntity="GrenadeShrapnel">

<Distort durationMsec="250">
<RenderObject2D texture="data/textures/fx/door_explosion_distort.tga" layer="30" scaleX="0.85" scaleY="0.6"/>
</Distort>
</FX>
</Parameters>

<Class value="Pointman"/>
<Class value="Assaulter"/>
<Class value="Breacher"/>
<Class value="Stealth"/>
<MobilityModifiers moveSpeedLocalModifierPercent="0" turnSpeedLocalModifierPercent="0"/>
</BreachingCharge>

------------------------------------------------------------------------------------------------------------------------------------

and in GAME.xml ive put -


<Checkbox name="Breaching Strip" defaultState="UncheckedState">
<UncheckedState tooltip="Plant Breaching Strip" sizeX="52" sizeY="52">
<RenderObject2D texture="data/textures/gui/contextual/icon_doorbreach_cha_normal.tga"/>
<OnHover>
<RenderObject2D texture="data/textures/gui/contextual/icon_doorbreach_cha_hover.tga"/>
</OnHover>
<OnClick>
<RenderObject2D texture="data/textures/gui/contextual/icon_doorbreach_cha_normal.tga"/>
<GUIAction type="Hide" target="ContextMenu_UnlockedDoor"/>
<GUIAction type="Hide" target="ContextMenu_LockedDoor"/>
<GUIAction type="TriggerEvent" target="GUI_GAME_RESUME"/>
<GUIAction type="TriggerEvent" target="GUI_GAME_USE_UTILITY_POUCH_ITEM"/>
</OnClick>
</UncheckedState>
<CheckedState name="ContextMenu_UnlockedDoor_Charge_Disabled" acceptInput="false" tooltip="Breaching charges not equipped" sizeX="52" sizeY="52">
<RenderObject2D texture="data/textures/gui/contextual/icon_doorbreach_cha_disabled.tga"/>
</CheckedState>
</Checkbox>

-------------------------------------------------------------------------------------------------------------------------------
and

<StaticImage name="Breaching Strip" tooltip="Breaching Strips can only be used on a door">
<RenderObject2D texture="data/textures/gui/contextual/icon_doorbreach_cha_disabled.tga"/>
</StaticImage>

-------------------------------------------------------------------------------------------------------------------------------

then in HUD.xml i put

<StaticImage name="Breaching Strip">
<RenderObject2D texture="data/textures/gui/hud/hud_tooltip_charge.tga"/>
<StaticText name="#Quantity" origin="25 -1" text="1" alignH="left" font="data/textures/fonts/generic_normal_17" textColor="fff8dbb9"/>
</StaticImage>

----------------------------------------------------------------------------------------------------------------------------------

I just need to know what other values have to be changed if your adding a new breaching charge, i cant seem to find any other code linked to breaching charges in the mod that red panda made, and if his work, mine should too by that standard so i've obviously missed something.

Thanks for the reply :)
OKay i figured it out, when inserting a new gui .xml in a mod, copy accross the original xml and add changes too it, then keep the name the same. If you don't, it will use the original game file and not overlay yours on top. This was the issue i had, which is now solved.

Hope this helps someone someday.
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