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Weapon Codes BF3/BF4/BFHL


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Originally Posted by MorpheusX(AUT)*:

 

Could you try opening the au.loc file, going to line 923 and replacing it with this:

Code:

global.Weapons.t90=t90 MBT
Seems like I capitalised the "T" by accident, that might cause a problem...

 

Regarding the other codes, I'm not quite sure what's wrong with them... They all appear to be added correctly in the localisation and definitions...

 

The plugin log you're talking about, is that the collector plugin I posted?

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Originally Posted by Hutchew*:

 

These are directly copied/pasted from the collector plugin after running the new def over 3 hours on 7 full servers:

 

VDV Buggy

Gameplay/Vehicles/GrowlerITV/GrowlerITV

Gameplay/Vehicles/Venom/Venom

Ka-60

XP1/Gameplay/Vehicles/KLR650/KLR650

Gameplay/Vehicles/Venom/Venom

Gameplay/Vehicles/CH_LTHE_Z-9/CH_LTHE_Z-9

Gameplay/Vehicles/CH_FAV_LYT2021/CH_FAV_LYT2021

U_AR160_M26_Frag

VDV Buggy

Gameplay/Vehicles/RU_MRAP_SPM3/RU_MRAP_SPM3

Gameplay/Vehicles/CH_FAV_LYT2021/CH_FAV_LYT2021

Gameplay/Vehicles/QuadBike/QUADBIKE

Gameplay/Vehicles/US_MRAP-COUGAR/US_MRAP-COUGAR

 

Haven't seen the t90 MBT error since that first one, so didn't bother doing the edit.

 

Only other thing I see kinda messed up is "U_Flashbang" are now listed as explosives, but all the underslung Flashbangs are listed as secondary impacts. Since it's a fairly non-lethal item, could we change that category, please?

 

Thanks for all the hard work on this new DEF file, guys!

 

Hutchew

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Originally Posted by MorpheusX(AUT)*:

 

These are directly copied/pasted from the collector plugin after running the new def over 3 hours on 7 full servers:

 

VDV Buggy

Gameplay/Vehicles/GrowlerITV/GrowlerITV

Gameplay/Vehicles/Venom/Venom

Ka-60

XP1/Gameplay/Vehicles/KLR650/KLR650

Gameplay/Vehicles/Venom/Venom

Gameplay/Vehicles/CH_LTHE_Z-9/CH_LTHE_Z-9

Gameplay/Vehicles/CH_FAV_LYT2021/CH_FAV_LYT2021

U_AR160_M26_Frag

VDV Buggy

Gameplay/Vehicles/RU_MRAP_SPM3/RU_MRAP_SPM3

Gameplay/Vehicles/CH_FAV_LYT2021/CH_FAV_LYT2021

Gameplay/Vehicles/QuadBike/QUADBIKE

Gameplay/Vehicles/US_MRAP-COUGAR/US_MRAP-COUGAR

 

Haven't seen the t90 MBT error since that first one, so didn't bother doing the edit.

 

Only other thing I see kinda messed up is "U_Flashbang" are now listed as explosives, but all the underslung Flashbangs are listed as secondary impacts. Since it's a fairly non-lethal item, could we change that category, please?

 

Thanks for all the hard work on this new DEF file, guys!

 

Hutchew

Did you turn off all update checks (even the game config ones)? All those entries should be in the definitions :woot:
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Originally Posted by MorpheusX(AUT)*:

 

These are directly copied/pasted from the collector plugin after running the new def over 3 hours on 7 full servers:

 

[...]

 

Haven't seen the t90 MBT error since that first one, so didn't bother doing the edit.

 

Only other thing I see kinda messed up is "U_Flashbang" are now listed as explosives, but all the underslung Flashbangs are listed as secondary impacts. Since it's a fairly non-lethal item, could we change that category, please?

 

Thanks for all the hard work on this new DEF file, guys!

 

Hutchew

After starting to question my sanity, I've finally figured why those weapon codes are reported missing for you although they exist in the definitions :biggrin: I've added new damage types (VehiclePersonal and VehicleTransport) to allow better categorisation. Your Procon client doesn't know these damage types until the next patch (today), so can't parse those entries, thus showing them as "missing".

 

Regarding the flashbang: the underslung flashbangs were actually categorised incorrectly. They have now been changed to ProjectileExplosive since they do create a little explosion and don't just deal impact damage.

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Originally Posted by PapaCharlie9*:

 

Hutch, you're jumping the gun. Wait for a normal Procon update, or a beta test, before deploying def/locs or new code, particularly to 8 servers!

 

EDIT: Speak of the devil, you can get 1.4.2.1 now. :smile:

 

EDIT2: Interesting that even after updating, there are a lot of kill events with weapon "Death". Any idea what those are?

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Originally Posted by MorpheusX(AUT)*:

 

EDIT2: Interesting that even after updating, there are a lot of kill events with weapon "Death". Any idea what those are?

No idea... Vehicle map I assume?
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Originally Posted by ColColonCleaner*:

 

After starting to question my sanity, I've finally figured why those weapon codes are reported missing for you although they exist in the definitions :biggrin: I've added new damage types (VehiclePersonal and VehicleTransport) to allow better categorisation. Your Procon client doesn't know these damage types until the next patch (today), so can't parse those entries, thus showing them as "missing".

 

Regarding the flashbang: the underslung flashbangs were actually categorised incorrectly. They have now been changed to ProjectileExplosive since they do create a little explosion and don't just deal impact damage.

This might cause issues with people's rules on no explosive servers who allow flashbangs by just using projectileexplosive as one of the banned weapon types. They are already banned on our servers, but it might cause an issue for others.
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Originally Posted by ColColonCleaner*:

 

Hutch, you're jumping the gun. Wait for a normal Procon update, or a beta test, before deploying def/locs or new code, particularly to 8 servers!

 

EDIT: Speak of the devil, you can get 1.4.2.1 now. :smile:

 

EDIT2: Interesting that even after updating, there are a lot of kill events with weapon "Death". Any idea what those are?

EOD Bot is still death.
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Originally Posted by MorpheusX(AUT)*:

 

This might cause issues with people's rules on no explosive servers who allow flashbangs by just using projectileexplosive as one of the banned weapon types. They are already banned on our servers, but it might cause an issue for others.

The flashbang "grenade" itself already was an explosive, so people will probably "trip" over that anyways :ohmy:

It does make more sense from my point of view and was intended this way, must have made a mistake when copy-pasting all the definitions...

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Originally Posted by ColColonCleaner*:

 

The flashbang "grenade" itself already was an explosive, so people will probably "trip" over that anyways :ohmy:

It does make more sense from my point of view and was intended this way, must have made a mistake when copy-pasting all the definitions...

Ah, was unaware, carry on. :biggrin:
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Originally Posted by Hutchew*:

 

Hutch, you're jumping the gun. Wait for a normal Procon update, or a beta test, before deploying def/locs or new code, particularly to 8 servers!

Keese me buttocks, Papa.:tongue: I was helpin'! I am under the impression Morph was wanting somebody to test it, or he wouldn't have linked it up with the info.........perhaps I am mistaken. Would not be the first time. Lol. Go fix IL so it will quit losing our configs or something and leeeme alone.

 

Still in disagreement with the flashbangs categorized as projectileexplosives. That means I have to figure out how to exclude them from our explosives limit, as they do little damage. Not a big deal, though.

 

Hutchew

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Originally Posted by MorpheusX(AUT)*:

 

I am under the impression Morph was wanting somebody to test it, or he wouldn't have linked it up with the info

I was indeed seeking for help, but forgot I added the new damage types, making most of the testing useless :biggrin:

Sorry, my bad :ohmy:

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Originally Posted by PapaCharlie9*:

 

No idea... Vehicle map I assume?

Yeah, Paracel Conq Large.

 

EOD Bot is still death.

Okay. Probably not everything I'm seeing, since I got 5 kill Death events in the first 3 minutes of Paracel Storm Conq Large, so something else is generating Death.

 

was helpin'! I am under the impression Morph was wanting somebody to test it

Damn, I totally missed that. My apologies Hutch, I didn't realize Morph was asking for help.
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Originally Posted by Slayer*:

 

https://github.com/Myrcon/Procon-1/c...e55c7e33946b8f

I've also decided to "publish" the little collector plugin I've been running, now fittingly called "MissingStuffCollector". ATM, it basically checks Procon's weapon and specialisation dictionaries and verifies the kill code exists. If the code doesn't exist, it writes it to a log file in the "Plugins/" folder. It also verifies the entry doesn't exist in the logfile yet and saves it in its original "casing", allowing for quick copy/pasting.

In the future, it can possibly collect other missing stuff (the OnDisconnected reasons didn't prove very helpful since they also contain "normal" kick/ban reasons and thus can't be filtered properly).

I'll not release this as an "official" plugin since it's just a small collection script, but will attach it to the first post in this thread too.

 

 

What debug level should it be run at currently I left it default 2 is that what it should be, edit: never mind answered my own question. :ohmy:

 

Have had it running on some of our servers but with everything up to date now not seeing any new codes since Procon 1.4.2.2 & BF4.def file, I'm not seeing anything to do with missing weapon codes etc now, I'd say that may change with the new DLC's.

 

Was going to stick it on all our 46 BF4 servers so in the future it might log something, running 24/7.

 

m320_flash and underslung m320_flash got changed to projectileexplosive? nooooooo

Yes had to go change all my scripts to allow it seeing you have to actually hit a player with it to get a kill, if it goes too mental on the servers I'll just remove this line after On Kill;Not Weapon and just leave the U_Flashbang grenade in it.

 

Code:

On Kill;Not Weapon U_M320_FLASH,U_AEK971_M320_FLASH,U_AK12_M320_FLASH,U_AR160_M320_FLASH,U_CZ805_M320_FLASH,U_L85A2_M320_FLASH_V2,U_M16A4_M320_FLASH,U_M416_M320_FLASH,U_QBZ951_M320_FLASH,U_SAR21_M320_FLASH,U_SCAR-H_M320_FLASH,U_SteyrAug_M320_FLASH,U_Flashbang,
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Originally Posted by ColColonCleaner*:
 

I have a theory about why there are still a lot of onKill events with "Death" as the code in BF4. Could they be countered knifing kills?

The codes are inconsistent.

Also, more codes:
 

U_CZ805_M320_SMK Gameplay/Vehicles/GunShieldAndTripod/spec/GunShieldTripod_NoShield Gameplay/Gamemodes/CommonComponents/RadarSweep_Object XP1/Gameplay/Vehicles/Bomber/Bombing_Station U_L85A2_M320_SMK_v2 U_Motionsensor Gameplay/Commander/SupplyAirdrop_Vehicle
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Originally Posted by ColColonCleaner*:

 

WTH is a RadarSweep_Object and how do you kill someone with it?

 

How do you kill someone with the U_Motionsensor?

You tell me, i'm just as clueless, lol.
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Originally Posted by ColColonCleaner*:

 

I will have a page set up so you can view our list of logged weapons live as they come in.

 

Also, these are the kill counts associated with each weapon code: http://pastebin.com/raw.php_i=YP9zR6dR

 

That is across both BF3 and BF4 so collective ones like "Death" are counted for both.

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Originally Posted by Prophet731*:

 

Colon, I created the page for you and everyone else so they can see the list. It is live from our database so it has the latest information. Weapons are sorted by weapon code in asc order. I also prettified the numbers to make it easier to read.

 

Here is the link to it.

 

http://gamerethos.net/weaponcode.php

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Originally Posted by ColColonCleaner*:

 

Colon, I created the page for you and everyone else so they can see the list. It is live from our database so it has the latest information. Weapons are sorted by weapon code in asc order. I also prettified the numbers to make it easier to read.

 

Here is the link to it.

 

http://gamerethos.net/weaponcode.php

Looks good.
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Originally Posted by PapaCharlie9*:

 

Looks good.

Not bad, but I'd like either a way to sort or generate it sorted. Either by name or by count, but anything is better than random order.
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Originally Posted by Prophet731*:

 

Not bad, but I'd like either a way to sort or generate it sorted. Either by name or by count, but anything is better than random order.

Ok its sorted by weapon code again in ASC order
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