About the second way - you will have to add wpn-weaponname_mnumber variable name to config\text\eng\string_table_enc_weapons.xml Of course you will probably want to give your weapon some fancy name, so you can bind it to those variables. Inv_name = wpn-weaponname_mnumber inv_name_short = wpn-weaponname_mnumber Inv_name = "This weapon really kicks ass" inv_name_short = "BIG Gun" Inv_name_short - short name of a new weapon You can use two values: on or offĭescription - description of new weapon (config\text\eng\string_table_enc_weapons.xml) $npc - it PROBABLY means: whether NPC can carry this type of weapon or not. $spawn - this is a name and section in level editor, whatever it means it goes in this manner: "weapons\wpn-baseweaponname" This means that: you created a new Obokan called wpn_abakan_m2 which inherited some features from wpn_abakan_m1 which inherits some features from the original Obokan (wpn_abakan) Now, if you want to create another one and use some features you enabled in wpn_abakan_m1, you can do this: Starting point of the new Obokan section will looks like this one: )įor example, say you want to create a new Obokan. :wpn_baseweaponname (m stands for modified) - new weapon section for programmers: it is something like object oriented approach (inheritance) for non-programmers: this is really helpful because we don't have to list all properties of our new weapon, we just inherit some properties from base weapon and then we can change base weapon properties by editing them in that way our new weapon will have "new features" (oh God, i hope this make sense.
There are plenty such variables but I will cover only few, most valuable of them. But before we do this we have to know which variables can help us in this task.
This is the simplest way, however you can't edit unique weapons:
I will give you a short description for each way:
SHADOW OF CHERNOBYL WEAPON MODS MOD
There are three ways to mod weapons in stalker.