Ghost Recon 2 Xbox info from VikingPower.
In this rough tutorial I shall try to explain how to mod weapons in GR2 Xbox version.
Most of this stuff Ive found by testing and testing different settings on Xbox.
Some help Ive had from the forum gr2mods.greatboard.com, where I am a part off.
Special thanks to Barranger (admin at the forum) for his tool Ike's My Bitch, this tool he will release after New Year I think. Also a big thanks to MDemon_NL who help me test much settings over xlink.
This is just a pre tutorial, so it could look messy. Its basic a roundup on my findings and my posts on the forum.
MODDS ON XBOX
Think this was one of my best found on Xbox.
GR2 has full mod support on Xbox too, same as on pc.
Create a folder named mods\ under your game folder on Xbox.
Exs.
F:\Games\Ghost Recon 2\mods\vikingsmod\
Equip\
Missions\
Shell\
And so on.
Then create a file named modsset.txt in your game (not mod) folder. This will make GR2 loads the mods. Here is a example on how it should look like.
//MODS SETTINGS - LIST OF MODS ACTIVE ON THIS SYSTEM
"\mods\vikingsmod"
That ends that part.
CONVERTING GHOST RECON ISLAND THUNDER WEAPON TO GHOST RECON 2 XBOX
All .gun files are just basic XML files. You can edit them in notepad or other text editor.
All data I list is from a Grit file, unless I state otherwise in my note.
<GunFile>
<VersionNumber>1.400000</VersionNumber>
<ModelFileName>erma-sr100.qob</ModelFileName>
Change to your favourite model, or closes looking model
<NameToken>WPN_SR100</NameToken>
This must be changed to your new gun. This you need to insert in strings_x.txt in shell folder. The new NameToken must be WPN_SR_SR100.
R= Rifle, SR= Sniper Rifle, GL=Grenade luncher (underbarrel), SAW= Machine guns, AT=Rockets, (extraslot 2), P=Pistol
<Weight>7.2</Weight> Delete>
Insert a new line,
<InfoToken>IN_SR_SR100</InfoToken>
This is linked to weapon info text in strings_x.txt
<MagazineCapacity>5</MagazineCapacity> Number of bullets in 1 magazine
<MagazineWeight>1</MagazineWeight> Remove
<MaxRange>1000.000000</MaxRange> This is same as grit
<VelocityCoefficient0>1200</VelocityCoefficient0> Remove
<VelocityCoefficient1>-0.8</VelocityCoefficient1> Remove
<VelocityCoefficient2>0.003</VelocityCoefficient2> Remove
<KillCoefficient0>3500.000000</KillCoefficient0> Insert this
<KillCoefficient1>0.1</KillCoefficient1> Keep
<KillCoefficient2>0.004</KillCoefficient2> Keep
Note on kc values. Since these is based on ammo. See my notes on ammo
<ProjectileCount>1</ProjectileCount> Keep. Number of bullets to shot in one round. Use to make shotgun.
<ProjectileSpread>0</ProjectileSpread> Keep. Try values like 0.35 for shotguns.
<ReticuleTextureName>reticle_mil-2.rsb</ReticuleTextureName> Keep. Change to your reticle.
<ReticulePipLeft>263</ReticulePipLeft> Keep
<ReticulePipTop>0</ReticulePipTop> Keep
<ReticulePipRight>279</ReticulePipRight> Keep
<ReticulePipBottom>3</ReticulePipBottom> Keep
<ReticuleBaseLeft>0</ReticuleBaseLeft> Keep
<ReticuleBaseTop>0</ReticuleBaseTop> Keep
<ReticuleBaseRight>263</ReticuleBaseRight> Keep
<ReticuleBaseBottom>263</ReticuleBaseBottom> Keep
<ReticulePipBaseOffset>2</ReticulePipBaseOffset> Keep
<ReticulePipMaxOffset>340</ReticulePipMaxOffset> Keep
Note on reticule. You can create your own reticule, by following a reticule tutorial for Grit. Just place a .rsb file under shell\art folder.
<Selective>
<SelectiveOption RateOfFire = "300" RoundsPerPull = "1" StartSound = "sniper03.wav"/>
</Selective>
This is the sound part. You must change sniper03.wav, to one of the sound that is built in GR2. See my note on sound.
<Recoil>80</Recoil> Keep. Note: Most values I have seen seems right
<RunStandAccuracy>3500</RunStandAccuracy> Keep. Values a bit high
<RunCrouchAccuracy>3000</RunCrouchAccuracy> Keep. Values a bit high
<RunProneAccuracy>400</RunProneAccuracy> Keep. Values a bit high
Keep. Values seems ok. Note start.
<WalkStandAccuracy>350</WalkStandAccuracy> <WalkCrouchAccuracy>300</WalkCrouchAccuracy>
<WalkProneAccuracy>250</WalkProneAccuracy>
<ShuffleStandAccuracy>60</ShuffleStandAccuracy>
<ShuffleCrouchAccuracy>40</ShuffleCrouchAccuracy>
<ShuffleProneAccuracy>20</ShuffleProneAccuracy>
<StationaryStandAccuracy>2</StationaryStandAccuracy>
<StationaryCrouchAccuracy>2</StationaryCrouchAccuracy>
<StationaryProneAccuracy>.05</StationaryProneAccuracy>
<TurnBandVelocity1>0.1</TurnBandVelocity1>
<TurnBandMultiplier1>1</TurnBandMultiplier1>
<TurnBandVelocity2>0.75</TurnBandVelocity2>
<TurnBandMultiplier2>10</TurnBandMultiplier2>
<TurnBandVelocity3>2</TurnBandVelocity3>
<TurnBandMultiplier3>30</TurnBandMultiplier3>
<TurnBandVelocity4>3</TurnBandVelocity4>
<TurnBandMultiplier4>60</TurnBandMultiplier4>
<TurnBandVelocity5>100000</TurnBandVelocity5>
<TurnBandMultiplier5>100</TurnBandMultiplier5>
<StabilizationTime>.6</StabilizationTime>
Keep. Values seems ok. Note End.
Note start
<WeaponMotionType>3</WeaponMotionType> Keep
Values=;
0= Pistols
1= Rifles/saw (basic bullet)
2= Sniper Rifles
3= Grenade Luncher (that loads in underbarrelweapon)
4= AT Weapons. Rocket luncers. (Fires projectiles .prj)
Insert ReloadMotionType,
<ReloadMotionType>0</ReloadMotionType>
Use the same as defined for that model you use. Havent study the different, but its basic how reload will look inside game.
Note End:
<HasUnderbarrelWeapon>0</HasUnderbarrelWeapon> Keep
Note. By default the value must be changed to FALSE. Then each must fill in what underbarrel weapon to use.
<Silenced>0</Silenced> Keep. 0 should be replaced with FALSE and 1 Should be replaced with TRUE
Here we must insert HasGunCamera and IsDialInRange
<HasGunCamera>FALSE</HasGunCamera>
Deffins if the gun should gave guncamera.
<IsDialInRange>FALSE</IsDialInRange>
Defines if the range to target should be visible on screen.
False is off. True is on.
<ZoomSettings> Keep
<Zoom>1</Zoom> Keep
<Zoom>10</Zoom> Keep
<Zoom>20</Zoom> Keep
</ZoomSettings> Keep
Set up your scope x here.
<MuzzleFlashScale>3</MuzzleFlashScale> Keep. Values seems ok
<TracerFrequency>0</TracerFrequency> Keep. Values seems ok
Copy from GR2 gun file start
<ShortRangeMaxDistance>40</ShortRangeMaxDistance>
<MediumRangeMaxDistance>80</MediumRangeMaxDistance>
<LongRangeMaxDistance>120</LongRangeMaxDistance>
<AccuracyAtShortRange>0.85</AccuracyAtShortRange>
<AccuracyAtMediumRange>0.65</AccuracyAtMediumRange>
<AccuracyAtLongRange>0.45</AccuracyAtLongRange>
<TimeOnTargetBase>0.8</TimeOnTargetBase>
<TimeOnTargetIncrement>0.2</TimeOnTargetIncrement>
<TimeOnTargetMaxNodeName>8</TimeOnTargetMaxNodeName>
<IsAAGun>FALSE</IsAAGun>
<ZoomType>2</ZoomType>
Copy from GR2 gun file End. Note: Each must feel what values to use based to the real life weapon they are making. Since I havent found out how these values is calculated.
In the above numbers, we see that our gun has a 85% chance of hitting at 40 (think its in meters).
Zoomtype tells GR2 what alpha layer (The dark part around the screen) to putt on.
</GunFile>
Think this should cover the part on using gun files from GR2.
Now you need Barrangers Tool to make a new ikedata.glb to putt in your globs mod folder.
AMMO AND KILLCOEFFESIENT
After looking throu all gun files with same ammo type. I have found that KillCoefficient 0,1,2 is based on the ammo type.
Here is a list of ammo types and settings:
.45
<KillCoefficient0>1400.000000</KillCoefficient0>
<KillCoefficient1>-10.000000</KillCoefficient1>
<KillCoefficient2>-0.100000</KillCoefficient2>
9x19mm
<KillCoefficient0>1000.000000</KillCoefficient0>
<KillCoefficient1>-10.000000</KillCoefficient1>
<KillCoefficient2>-0.100000</KillCoefficient2>
5.56x45mm
<KillCoefficient0>3500.000000</KillCoefficient0>
<KillCoefficient1>-8.000000</KillCoefficient1>
<KillCoefficient2>-0.009000</KillCoefficient2>
5.8x42mm
<KillCoefficient0>3600.000000</KillCoefficient0>
<KillCoefficient1>-8.000000</KillCoefficient1>
<KillCoefficient2>-0.009000</KillCoefficient2>
6.8x43mm
<KillCoefficient0>3900.000000</KillCoefficient0>
<KillCoefficient1>-5.000000</KillCoefficient1>
<KillCoefficient2>-0.005000</KillCoefficient2>
7.62x25mm
<KillCoefficient0>1200.000000</KillCoefficient0>
<KillCoefficient1>-9.000000</KillCoefficient1>
<KillCoefficient2>-0.100000</KillCoefficient2>
7.62x39mm
<KillCoefficient0>3800.000000</KillCoefficient0>
<KillCoefficient1>-30.000000</KillCoefficient1>
<KillCoefficient2>-0.010000</KillCoefficient2>
7.62x51mm
<KillCoefficient0>4000.000000</KillCoefficient0>
<KillCoefficient1>-5.000000</KillCoefficient1>
<KillCoefficient2>-0.005000</KillCoefficient2>
7.62x54mm
<KillCoefficient0>4300.000000</KillCoefficient0>
<KillCoefficient1>-5.000000</KillCoefficient1>
<KillCoefficient2>-0.005000</KillCoefficient2>
50Cal (My numbers, compared to other ammo settings)
<KillCoefficient0>6000.000000</KillCoefficient0>
<KillCoefficient1>-2.000000</KillCoefficient1>
<KillCoefficient2>-0.002000</KillCoefficient2>
If you want a 50cal gun to damage heavy armoured vehicles the value in 0 must be over 6500.
50Cal: Settings 2 (tank killer).
<KillCoefficient0>6501.000000</KillCoefficient0>
<KillCoefficient1>0.005000</KillCoefficient1>
<KillCoefficient2>0.002000</KillCoefficient2>
Damage calculation: %=100-((X/D)*100) Numbers beside X & D is just to make % value.
Where X is BallisticFactor (in file CmbtModl.xml) and D is damage from your gun.
Exs.
Let's say a 5.8x42mm bullet in the LowerLeg has % in killing player:
BallisticLowerLegFactor=2500, KillCoefficient0=3600
%=100-((2500/3600)*100)
One bullet has ~31% chances of killing player.
My post on ballistic accuracy:
Even tho i find it impossible to figure out the settings in the gun files, cause it does not make any sense compared to real life weapons. And also what i mean must be failure from Redstorm (found lots of error like this).
If looking at the accuracy at long range the G36 assault rifle has 0.2 and the m16 assault rifle has 0.05. That does not make any sense, both uses the samme ammo. But, M16 has longer barrel giving it highter muzzle velocity. Thats makes M16 more accuracy than the G36.
Heck, the G36 has same long range accuracy as the SVD sniper rifle (above 100)! So there you have it! G36 is the perfect assult rifle to select!
Any way. Here is what i have figured out. (think range is in meters)
<ShortRangeMaxDistance>30</ShortRangeMaxDistance>
<MediumRangeMaxDistance>50</MediumRangeMaxDistance>
<LongRangeMaxDistance>90</LongRangeMaxDistance>
<AccuracyAtShortRange>0.75</AccuracyAtShortRange>
<AccuracyAtMediumRange>0.55</AccuracyAtMediumRange>
<AccuracyAtLongRange>0.05</AccuracyAtLongRange>
At shortrange there is a 75% of hitting center mass.
At mediumrange there is a 55% of hitting center mass.
At longrange there is a 5% of hitting center mass.
To go a little further. This may be right on a assult rifle. But it should not be the same on a sniper rifle. Most sniper rifle is zeroed at a given range. This is the medium range. So medium range should have the highest %, not the short range. Or the shortrange distance should be so small that you shoot from the hip (no need to aim). Cause ranges below and abow zero, the sniper has to adjust aim point in the scope. Making the shot at short range less accuracy!
Since I havent had time to study creating different kits I cant help to much here.
I have made the first mod pack available and you can dl it from
http://www.aktivportal.com/viking/gr2xbox_mod1.rarYou will also need the clean your chashe drive on Xbox. The X or Y drive.
Not everything is tested on this, but you can contact me on
[email protected] and I shall try to help. But everyone must try for themselves first.
If you have made changes to any files on Xbox before putting this mod on, you might need to re install the game.
MOD CONTENT:
//Weapons
WPN_SR_M70 Win - M70
IN_SR_M70 Winchester M70 Super Shadow features a unique Controlled Round Push Feed bolt system.
WPN_SR_AR50 AR50 - .50BMG
IN_SR_AR50 The AR50 is a single armor pircing shot bolt action with a modified M16 type vertical pistol grip.
WPN_SR_PGM Hecate II heavy sniper
IN_SR_PGM Ultima Ratio weapons made by PGM. This is the largets weapon of this rifle family, using the 12.7x99 mm Browning M2 heavy machine gun ammo.
WPN_SR_TRG42 Sako TRG-42
IN_SR_TRG42 Sometimes you need to reach out a lot further. Thats where the TRG 42 comes in. Chambered With .338 Lapua Mag., this is the rifle to reach for when ranges stretch a quarter-mile and more.
WPN_SR_TRG42SD Sako TRG-42 SD
IN_SR_TRG42SD The Silensed version of Sako TRG-42
WPN_SR_AR15 AR-15 Sniper
IN_SR_AR15 5.56x45mm - A custom made AR-15. Rifle for sniper in combat situation. So you do not see extremely long barrel with bipods. Based on XM177E2 model gun kit from Marushin.
WPN_SR_SR100 ERMA SR100
IN_SR_SR100 .338 Lapua Mag - The ERMA SR100 is a very expensive rifle used by only some elite units. Very high accurat & quality weapon. Groups coming in the sub .25 MOA.
WPN_SR_SR90 Robar SR90SD
IN_SR_SR90 .338 Lapua Mag - Silensed. Based on M40A1, using a Remington 700 action,quality stainless steel barrel. Robar has built an excellent quality sniper rifle.
WPN_SR_SR60 Robar SR60
IN_SR_SR60 7.62x39mm - Robar SR60. Nothing fancy, just plain old accuracy
Changing as i go on.
Starting on SMG and rifles now. But after i had some sleep.
Edited 1:
WPN_R_MP5SD HK MP5 SD
IN_R_MP5SD SILENSED: The Heckler und Koch submachine gun, MP-5, is one of the most famous and wide-spread firearms of its class, developed since the Second World War.
WPN_R_VPM5 Valtro PM-5
IN_R_VPM5 The PM-5 is almost unique in that it has a detachable box magazine, while most pump action shotguns are built using underbarrel tube magazines.
Yes you read right, Shotgun
|IN_SR_MC70| |50 Cal HE - This is a custom made heavy duty Sniper Rifle. It fires High Explosive 50 cal rounds.|
|IN_R_FNFAL| |7.62x51mm - The FN FAL (Fusil Automatique Leger - Light Automatic Rifle) is one of the most famous and widespread military rifle designs of the XX century.|
|IN_R_AUGSD| |5.56x45mm - The Steyr AUG Silensed.|
|IN_R_AUG| |5.56x45mm - The Steyr AUG is a gas operated, magazine fed, selective fire rifle of bullpup layout.In general, the AUG is known for good ergonomics, decent accuracy and a good reliability.|
|IN_R_FAMASSD| |5.56x45mm - FAMAS G2 Silensed|
|IN_R_FAMAS| |5.56x45mm - FAMAS G2 (latest version, with 30 rounds STANAG magazine)|
//Missions
coop_ff_05_s05_training.mis
coop_ff_23_MP04_Trences.mis
coop_ff_29_MP10_Sandmine.mis
squad_lms_01_s01_Airport.mis
squad_lms_04_s04_training.mis