(Goldsrc) Adding Oposing Force weapons i Created 6 years ago2017-09-29 22:51:02 UTC by NiX14 NiX14

Created 6 years ago2017-09-29 22:51:02 UTC by NiX14 NiX14

Posted 6 years ago2017-09-29 22:51:02 UTC Post #337617
Hey, my second question, im making a mod for half life, and i managed to have OPF viewmodel and hud, it was preety easy to do, but i have no clue how to make it so i can use OPF weapons. I have the fgd file so i can see entities in the editor, but whenever im in game i can't see weapons or npc's. In my mod folder, there is another folder called "models" i copied stuff i need there but still no luck, sorry for chaotic way of writing.
Posted 6 years ago2017-09-29 22:55:21 UTC Post #337618
Also i own both Oposing Force and Blue shift on steam, and both are installed.
Posted 6 years ago2017-09-29 23:56:25 UTC Post #337621
... You kinda have to have them programmed?

And spam.
Posted 6 years ago2017-09-30 00:49:21 UTC Post #337622
the easiest way, is to copy the entirely of the folder 'gearbox' from steamapps/common/half-life directory and use that as your mod folder. You will need to open liblist.gam in your copied folder to change the starting maps to whatever map you have. You can safely delete everything in the maps folder from the copied folder, since your mod isn't gonna be using the default opposing force maps.

However most OP4 fan content are maps instead of mods for a good reason. There really is no need to make your own op4 mod unless you have a substantial amount of new models and stuff. If you are simply making a map in opposing force, just put your map in the gearbox/maps folder and play it from OP4 instead.
Posted 6 years ago2017-09-30 08:48:28 UTC Post #337623
You can use the liblist.gam keyvalues fallback_dir and fallback_maps to allow your mod to use gearbox content: https://developer.valvesoftware.com/wiki/Liblist.gam#fallback_dir

This is easier than copy pasting everything. Remember to set it to use the gearbox dlls or you won't be able to use Op4 features.
Posted 6 years ago2017-09-30 10:44:31 UTC Post #337624
I did coppy stuff from "gearbox" thats how i got hands and hud from OPF, i will try to use gearbox's dlls, i actualy was thinking about it yesterday, thanks for the hint, i will try it now.
Posted 6 years ago2017-09-30 10:57:24 UTC Post #337625
Okay, so i've managed to get it to work... kinda, i copied opfor.dll, and every model i need, i added a line into liblist, i can see kife or other weapons, but they have no animations and they do no damage, npc's work ok
Posted 6 years ago2017-09-30 11:01:47 UTC Post #337626
Probably missing Op4's skill cfg file.
Posted 6 years ago2017-09-30 11:04:26 UTC Post #337627
I think so, i copied cl_dlls aswell, now i have anims, i will look for skill.cfg file.
Posted 6 years ago2017-09-30 11:06:50 UTC Post #337628
Yep copying skillopfor did the trick, thank you all for the help, only problem is that i can't move my camera all the way now. It happend after copying cl_dlls
Posted 6 years ago2017-09-30 11:10:19 UTC Post #337629
Yep copying skillopfor did the trick, thank you all for the help, only problem is that i can't move my camera all the way now. It happend after copying cl_dlls
Disable "raw input" in the options.
Posted 6 years ago2017-09-30 11:11:30 UTC Post #337630
I disabled raw input through console and ingame menu, still same thing.
Posted 6 years ago2017-09-30 11:20:24 UTC Post #337631
I have a second monitor, it seems like the mouse does not stay in game and just goes of to the second monitor and thats where it stops.
Posted 6 years ago2017-09-30 11:31:43 UTC Post #337632
"If you are simply making a map in opposing force, just put your map in the gearbox/maps folder and play it from OP4 instead."
Posted 6 years ago2017-09-30 11:35:55 UTC Post #337633
Im not making just a map, im making a mod, im planing on bringing in custom assets, and it will have 4-5 chapters each having 4 maps.
Posted 6 years ago2017-09-30 11:45:12 UTC Post #337635
Dosen't matter, i will figure it out, thanks for helping me getting oposing force stuff working with my mod.
Posted 6 years ago2017-09-30 11:50:47 UTC Post #337636
Well i figured it out that it has something to do with "cl_dlls" folder
Posted 6 years ago2017-09-30 12:29:15 UTC Post #337637
Please use the edit button when adding more information, it avoids all the double posting.
Posted 6 years ago2017-09-30 12:42:35 UTC Post #337638
Will do :)
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