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User avatar   Trainee TraineeMember since: 19.08.2011, 05:56Posts: 195Location: Tennessee, USA Likes: 0
 

 Post Topic: How to add custom hands to mod
PostPosted 04.04.2012, 02:26 
I just want to start out by thanking everyone for their help in advance :)

I have started setting up my mod and have a couple of maps set up. with I THINK the right structure. I have a set of custom hands that I would like to add and have a .pak file that they are in. I tried putting them in the Crysis/Mods/mymod/Game folder and they do not load when opening the maps in the editor.

What am I missing? Do I need to somehow load them in the ditor? Load the WHOLE mod somehow?

I'm sure the solution is simple and I appreciate any help you can give me.

Thanks!



User avatar   24/7 Modder 24/7 ModderMember since: 16.06.2008, 22:11Posts: 4306Location: Oulu, Finland Likes: 2
 

 Post Topic: Re: How to add custom hands to mod
PostPosted 04.04.2012, 07:42 
Mods are loaded by adding "-mod MyMod" both in editor and game command lines, for example:
Code:
"C:\Program Files (x86)\Electronic Arts\Crytek\Crysis\Bin64\Editor.exe" -mod MyMod
and
Code:
"C:\Program Files (x86)\Electronic Arts\Crytek\Crysis\Bin64\Crysis.exe" -mod MyMod


Zip-line release 2012-04-24 (for CE2 & CE3) · C1 mod project: A mod called Entry
Assets · Blender: Destroyable object tutorial for CryBlend

- currently lost in New Eden -
User avatar   Trainee TraineeMember since: 19.08.2011, 05:56Posts: 195Location: Tennessee, USA Likes: 0
 

 Post Topic: Re: How to add custom hands to mod
PostPosted 04.04.2012, 14:24 
Thank you! I figured it was this simple.

Also one more question if someone reads this. How do I remove suit controls in my mod? would it be in the player.lua file???

Thanks!


User avatar   24/7 Modder 24/7 ModderMember since: 16.06.2008, 22:11Posts: 4306Location: Oulu, Finland Likes: 2
 

 Post Topic: Re: How to add custom hands to mod
PostPosted 04.04.2012, 14:32 
Yep, just set "nanoSuitActive" to 0. Also "Nanosuit"-nodes in flowgraph editor can be used to control nanosuit.


Zip-line release 2012-04-24 (for CE2 & CE3) · C1 mod project: A mod called Entry
Assets · Blender: Destroyable object tutorial for CryBlend

- currently lost in New Eden -
User avatar   Superstar Dolphin Superstar DolphinMember since: 16.08.2004, 10:46Posts: 9565Location: Finland Likes: 49
 

 Post Topic: Re: How to add custom hands to mod
PostPosted 04.04.2012, 15:12 
You can remove the nanosuit using a flow graph script: there are some FG nodes that can disable suit controls (only the Armor mode must be active). :)

The HUD will still be displayed if you disable the suit, the player just can't select any suit modes. To remove the HUD you need to replace the HUD gfx files with blank files of the same name, that's a crude technique but it prevents the engine from loading the suit menu HUD file. :P