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Weapon Codes BF3/BF4/BFHL


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Originally Posted by ColColonCleaner*:

 

Example for the M16A4:

 

Code:

procon.protected.weapons.add Assault "U_M16A4_M26_Frag" Secondary Shotgun
procon.protected.weapons.add Assault "U_M16A4_M320_HE" Secondary ProjectileExplosive
procon.protected.weapons.add Assault "U_M16A4_M320_LVG" Secondary ProjectileExplosive
The Frag-Rounds for the M26 are categorised as "Shotgun" though.
Does battlelog categorize them this way?
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  • 2 weeks later...

Originally Posted by LumPenPacK*:

 

We don't have the weapon codes yet. I took the last codes from BL but it hasn't been updated yet.

If you really need the weapon codes you have to set up an unranked server with all unlocks but I don't know why you could need this codes already. The only weapon you can unlock at the moment is the ASVal.

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Originally Posted by LumPenPacK*:

 

okay, just wait, I'll try to grab the ASVal code.

 

option 2:

check the event tab for PlayerKilled event when someone has been killed with ASVal. You can find the weapon code there.

 

apart from this you don't need the ASVal code for your pistol only rule.

 

EDIT:

 

ASVal = u_asval

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Originally Posted by HPG-Gerilla*:

 

ok i try, but now they get bann from server, when same one (noob player )joining for that i will do what you say

thx

 

EDIT=Warning, weapon U_asval not found in Procon (but you can still use the key in ProconRulz)

EDIT=On Kill;Weapon U_asval;Kick;Say %p% was kicked for using %w% to kill %v%;

 

last EDIT= it work thx

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  • 2 weeks later...
  • 3 weeks later...

Originally Posted by PapaCharlie9*:

 

Including Mortar. Rumor has it that mortar kills are reported as M224:

 

showthread....ll=1#post98199*

 

I wouldn't put that with vehicles, though. Put that with the other weapons or explosives.

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Originally Posted by ColColonCleaner *:

 

Glad i kept that logger running

 

Weapons/Gadgets/M224/M224

Weapons/Gadgets/MAV/MAV_PDA

U_M18

U_AMR2_CQB

Gameplay/Vehicles/Mi28/Mi28

Gameplay/Vehicles/RU_FJET_T-50_Pak_FA/RU_FJET_T-50_Pak_FA

Gameplay/Vehicles/Z11W/spec/Z-11w_CH

Z-10w

XP1/Gameplay/Gadgets/UCAV/UCAV_Launcher

Gameplay/Vehicles/Centurion_C-RAM/Centurion_C-RAM

M224

Gameplay/Vehicles/AH1Z/AH1Z

Gameplay/Vehicles/F35/F35B

U_SW40

U_AWS

U_M320_3GL

U_AR160

Gameplay/Vehicles/QuadBike/QUADBIKE

Gameplay/Vehicles/M1A2/M1Abrams

Gameplay/Vehicles/AH6/AH6_Littlebird

Gameplay/Vehicles/Ch_FJET_J-20/CH_FJET_J-20

Gameplay/Vehicles/CH_AA_PGZ-95/CH_AA_PGZ-95

Gameplay/Vehicles/CH_JET_Qiang-5-fantan/CH_JET_Q5_FANTAN

UCAV

Gameplay/Vehicles/LAV25/LAV_AD

Gameplay/Vehicles/US_FAC-CB90/US_FAC-CB90

Gameplay/Vehicles/CH_FAC_DV15/CH_FAC_DV15

Gameplay/Vehicles/A-10_THUNDERBOLT/A10_THUNDERBOLT

Gameplay/Vehicles/CH_LTHE_Z-9/CH_LTHE_Z-9

Gameplay/Vehicles/Venom/Venom

Gameplay/Vehicles/9K22_Tunguska_M/9K22_Tunguska_M

Gameplay/Vehicles/Z11W/Z-11w

Gameplay/Vehicles/BTR-90/BTR90

T90

Gameplay/Vehicles/HIMARS/HIMARS

Ka-60

Gameplay/Vehicles/LAV25/LAV25

XP1/Gameplay/Vehicles/B1Lancer/B1Lancer

Kornet

Gameplay/Vehicles/CH_MBT_Type99/CH_MBT_Type99

Gameplay/Vehicles/CH_IFV_ZBD09/CH_IFV_ZBD09

VDV Buggy

Gameplay/Vehicles/CH_FAV_LYT2021/CH_FAV_LYT2021

Gameplay/Vehicles/SU-25TM/SU-25TM

Gameplay/Vehicles/GrowlerITV/GrowlerITV

U_AR160_M320_SHG

XP1/Gameplay/Vehicles/KLR650/KLR650

RHIB

XP1/Gameplay/Vehicles/H6K/H6K

Gameplay/Vehicles/CH_CIWS-LD-2000/CH_CIWS-LD-2000

Gameplay/Gadgets/MAV/MAV

Gameplay/Vehicles/Centurion_C-RAM/Centurion_C-RAM_MP_Naval

Gameplay/Vehicles/RU_MRAP_SPM3/RU_MRAP_SPM3

U_AR160_M320_LVG

Gameplay/Vehicles/AC130/AC130_Gunship

Gameplay/Vehicles/Pantsir/Pantsir-S1

Gameplay/Vehicles/TOW2/TOW2

Gameplay/Vehicles/UAV_GlobalHawk/UAV_GlobalHawk

U_SR2

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Originally Posted by PapaCharlie9*:

 

Well that's a bit annoying. That format is going to break my U_(Primary)_(Secondary)_(Ammo) parser.

 

I'm going to have to decide if the Insane Limits API should partition the codes into weapons vs. vehicles (e.g., plugin.FriendlyWeaponName() returns "Death" for a vehicle code, you'd have to use a new function like plugin.FriendlyVehicleName() to get the real name), or if I should just lump them altogether and put up with all the parsers failing on the vehicle codes.

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Originally Posted by ColColonCleaner*:

 

Well that's a bit annoying. That format is going to break my U_(Primary)_(Secondary)_(Ammo) parser.

 

I'm going to have to decide if the Insane Limits API should partition the codes into weapons vs. vehicles (e.g., plugin.FriendlyWeaponName() returns "Death" for a vehicle code, you'd have to use a new function like plugin.FriendlyVehicleName() to get the real name), or if I should just lump them altogether and put up with all the parsers failing on the vehicle codes.

Just have one parser for U? prepended codes, others for non-U? prepended codes. Unless i'm missing something.
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Originally Posted by PapaCharlie9*:

 

Just have one parser for U? prepended codes, others for non-U? prepended codes. Unless i'm missing something.

That's what I meant by partitioning into vehicle vs. weapon. Right now, usage code is simple, because all the codes are the same:

 

Code:

KillReasonInterface reason = plugin.FriendlyWeaponName(kill.Weapon);

if (reason.Name == "Death") {
   // is vehicle kill
} else {
   // is weapon kill
   String name = reason.Name;
   String detail = reason.Detail;
   String attachedTo = reason.AttachedTo;
}
I suppose I could just add some additional fields to KillReasonInterface for the vehicle case:

 

Code:

KillReasonInterface reason = plugin.FriendlyWeaponName(kill.Weapon);

if (reason.Name == "Death") {
   // is vehicle kill
   String name = reason.VehicleName;
   String detail = reason.VehicleDetail;
} else {
   // is weapon kill
   String name = reason.Name;
   String detail = reason.Detail;
   String attachedTo = reason.AttachedTo;
}
The stuff after the final slash in the two-slashes cases would go into Detail, otherwise it would be the empty string.

 

Since reason.Name will stay "Death", existing code won't break, so backwards compatibility is maintained.

 

That's not so bad. I think I'll do that.

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Originally Posted by Slayer*:

 

i wonder what the lockers mid tower gun report as, need investigation.

Yes because of that towers 50Cal gun I had to remove the mortar script from the locker servers I was testing at the time.

 

Which also included the EODBot and exploding stuff. :sad:

 

I also must test out those things too.

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ERROR: HTML content TABLE found.

ERROR: HTML content DIV found.

 

 

OLD THREADID: 6495 ; OLD POSTID: 98302

 

ORIGINAL FILE: /root/Desktop/CONVERTER/6495-Weapon-Codes-BF3-BF4-BFHL/page3/index.html

 

 

POST IN BASE64:T3JpZ2luYWxseSBQb3N0ZWQgYnkgW2JdW2NvbG9yPSMyYjVjMDBdU2xheWVyKlsvY29sb3JdWy9iXToKCltxdW90ZSBuYW1lPSJIZXhhQ2Fub24qIl1pIHdvbmRlciB3aGF0IHRoZSBsb2NrZXJzIG1pZCB0b3dlciBndW4gcmVwb3J0IGFzLCBuZWVkIGludmVzdGlnYXRpb24uWy9xdW90ZV1ZZXMgYmVjYXVzZSBvZiB0aGF0IHRvd2VycyA1MENhbCBndW4gSSBoYWQgdG8gcmVtb3ZlIHRoZSBtb3J0YXIgc2NyaXB0IGZyb20gdGhlIGxvY2tlciBzZXJ2ZXJzIEkgd2FzIHRlc3RpbmcgYXQgdGhlIHRpbWUuCgpXaGljaCBhbHNvIGluY2x1ZGVkIHRoZSBFT0RCb3QgYW5kIGV4cGxvZGluZyBzdHVmZi4gOnNhZDoKCkkgYWxzbyBtdXN0IHRlc3Qgb3V0IHRob3NlIHRoaW5ncyB0b28uCgpbcXVvdGUgbmFtZT0iQ29sQ29sb25DbGVhbmVyKiJdPGRpdiBjbGFzcz0iY21zX3RhYmxlIj48dGFibGUgY2xhc3M9ImNtc190YWJsZSI+PHRyIHZhbGlnbj0idG9wIiBjbGFzcz0iY21zX3RhYmxlX3RyIj48VEQgY2xhc3M9ImNtc190YWJsZV90ZCI+RU9EQm90PC9URD4KPC90cj4KPHRyIHZhbGlnbj0idG9wIiBjbGFzcz0iY21zX3RhYmxlX3RyIj48VEQgY2xhc3M9ImNtc190YWJsZV90ZCI+VV9BUjE2MF9NMjZfRmxlY2hldHRlPC9URD4KPC90cj4KPC90YWJsZT48L2Rpdj5bL3F1b3RlXUVkaXQ6IFdoYXQKCkFyZSB5b3Ugc2F5aW5nIHRoZSBFT0RCb3QgY29tZXMgdXAgYXMgdGhhdCBjb2RlLiBsb2w=

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Originally Posted by ColColonCleaner*:

 

Yes because of that towers 50Cal gun I had to remove the mortar script from the locker servers I was testing at the time.

 

Which also included the EODBot and exploding stuff. :sad:

 

I also must test out those things too.

 

 

Edit: What

 

Are you saying the EODBot comes up as that code. lol

Correct. They added new codes.

 

 

However....im still seeing just "Death" in server. So it might be glitchy.

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Originally Posted by Slayer*:

 

Correct. They added new codes.

 

 

However....im still seeing just "Death" in server. So it might be glitchy.

Yes saw a lot of glitched out buggy stuff in game last night, I certainly wont be rushing out to do any changes to the scripts just yet.
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Originally Posted by ColColonCleaner*:

 

Yes saw a lot of glitched out buggy stuff in game last night, I certainly wont be rushing out to do any changes to the scripts just yet.

Well, mortar went on my lists instantly. That one seems reliable. EODBot does not though. a whole day since the patch and i see 3 kills with that code across 12 servers? No. Something is wrong with it. Although i shouldn't really be surprised, there are nearly 30K kills by medic bag on our servers...

 

EDIT: Just confirmed...EOD bot is still "Death". So that one hasn't been changed... :sad:

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Originally Posted by LumPenPacK*:

 

Well, mortar went on my lists instantly. That one seems reliable. EODBot does not though. a whole day since the patch and i see 3 kills with that code across 12 servers? No. Something is wrong with it. Although i shouldn't really be surprised, there are nearly 30K kills by medic bag on our servers...

 

EDIT: Just confirmed...EOD bot is still "Death". So that one hasn't been changed... :sad:

It could depend on whether it was a road kill or a kill with the EOD bot repair tool.
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