This addon recreates the weapon magazines for Dead Air, which will be used to reload almost all weapons. The current version of the addon has gained stability, but errors are still possible (read the description in full).
More information about the addon: the essence is quite simple - to make the gameplay more tactful in passing. Now most of the weapons use magazines that have their own weight, volume and caliber. The player almost always has a loadout with him, on which he can place all these magazines in the order he needs in order to use them when reloading his current weapon. Of course, sometimes it breaks and simply deteriorates, so the player can use additional unloading bags and even vests, which in turn are independent and do not depend on armor. In addition, some magazines have a very large volume, so they can occupy several cells at once. Replenishment of magazines with cartridges is carried out through a convenient and compact UI menu, as well as the selection / sorting of a magazine during unloading.
Additional information: I included a number of "foreign" things in this addon. It is now possible to sort ammo in the game, both through the context menu and by pressing the "R" key while focusing on an item. This should solve the problem of trade in ammunition. A number of fixes have also been implemented on the side of underbarrel grenade launchers (as soon as possible on the outdated COC). The algorithm for connecting optics to weapons has been improved.
Rules for submitting logs and error notifications:
1: Check the performance on the original "Dead air" with bug fixes (which are published by the authors themselves on the main article). It is very difficult to identify errors when you, "craftsmen", adapt my addon everywhere and sometimes make mistakes - if such errors also occur, then do not be silent and report them too, just agree that the error was not caused on the original, but on yours /someone else's assembly or after mixing addons (well, read the comments, I could already answer some of these messages).
2: Do not throw off the whole logs! This is especially true for "LUA errors" - after this error, a "technical part" necessarily follows, which absolutely does not say where and how it was formed. If the situation is absolutely unclear, then contact me on the ModDB itself (private messages), or on Reddit / VK. Sometimes errors are formed in the early stages, and the conditional "log stack" can completely "break" the game and make the unknowing player think that the error is said somewhere at the end of the log, which is not always the case - it is in such cases that you should contact me personally, referencing the whole log.
3: I can't always respond to your requests, and even more so I don't feel like getting into arguments with some of the talkative members - honestly, I have enough of my own problems. In any case, I will definitely fix all the errors that you tell me about, just not right away. Be human, not mutants or bandits!
To improve debugging and fixing updates, a GitHub repository has been created.
I uploaded adaptations to my addon to the cloud (at least mine for sure): Mr. Kill Myself archive
It is planned to create a software utility with which it will be possible to create magazines and their components for various kinds of weapon packs and other things - I don’t know when it will be possible to do this, but this option should be better than manual census of configs and other things.
BUGFIXES/UPDATES:
25.05.23: 5:16(JST): There were very strong changes that affected many details of the addon. There were too many changes, so new details can be found in the new description of the addon. Past saves won't work... meh.
25.05.23: 21:01(JST): I know it's bad guys, but again I made a couple of errors in the code that were not noticed right away (tired, meh). This is due to "fake ammo" and the magazine registration algorithm (now it only happens at the time of the update).
26.05.23: 7:40(JST): Yes, another fix, again. This time, a bug with two "hot keys" has been fixed.
27.05.23: 20:50(JST): GrenadeLauncher save bugfix (meh).
25.06.23: 20:28(JST): "GetMagAmmoSizeInd" bugfix.
03.07.23: 13:46(JST): Fixed crash when executing "SetWeaponToMag" function. Removed the ability to attach "special" optics using "use" (maybe I'm dumb, but this method does not allow you to correctly update the data of the despawn - when "dragging" everything works fine, meh).
03.11.23: 20:39(UTC+3): Some UI/code fixes.
Soo we don't have to put the ammo in the artifact slots?
"Almost" means almost. There are some weapons that are loaded without magazines, and in addition to shotguns, there are also a couple of rifles here: Mosin and Mauser 98k. As in the original - they are reloaded through a pack of cartridges, which must be hung on the belt.
Does it compatible with Taz?
May be I do not know. If weapon configs are edited there OR new ones are added, then you need to edit them yourself, assigning new magazines, etc.
I won't do it, you'll figure it out yourself. In any case - this addon will easily adapt to any weapon, if you apply the appropriate measures to "connect" them.
Update 30.12.22: There are customizations in the additional "archive" mentioned, and I made some adaptations of 3rd party addons there. There are conflicts with scripts, as well as changes from official bug fixes - for which not everything adapts - so it's just not possible to connect everything just like that. If you have a desire to make an adaptation, then I will upload it to the "archive".
We need to start a new game
Can this mod be played with old saves? I think so, but this will most likely disrupt the gameplay: you will need to look for magazines for your weapons, and not only. It's better to start the game over - if you choose an additional set of weapons, then along with a shortened AK74 you will get a couple more magazines for it.
в чем прикол ?
заспавнил всс прибой и мп5 .45 вылет все хотя без мода на магазин он не вылетал
Sorry for the weird question, but don't you mix addons? It's also not clear - did you install the latest official patches before installing the addon? I just have a number of complaints about such "trackers":
1: "log" is not specified - how should I understand the reason for the crash when I do not have such an error? (it’s worth sending it in its entirety - it’s better in private messages to ModDB, or, in extreme cases, I am registered in VK and Reddit, and in a more extreme case, right here, but then this requires deleting the comment)
2: It is worth describing the circumstances of the error in more detail - what you installed earlier, what you did, and the like.
And yes - thank you at least for the fact that because of you I found another mistake! Now at least it's fixed.
адоны
hd modeles
открытые прицелы
fix бб
востоновление вырезаной брони
и на последок ваш адон магазиное питание
(кстати еще один баг если разрядить 5 ак12 то можно встретить магазин для рпк)
лог
Expression : <no expression>
Function : CScriptEngine::lua_error
File : ..\xrServerEntities\script_engine.cpp
Line : 189
Description : fatal error
Arguments : LUA error: d:\games\dead air\gamedata\scripts\bind_weapon.script:35: attempt to index field 'WaMArray' (a nil value)
stack trace:
0023:00D53DCC xrCore.dll, xrDebug::fatal()
0023:062FB9B4 xrGame.dll, CDialogHolder::UseIndicators()
0023:5FEBEB2E MSVCR120.dll, _RTDynamicCast()
The weapon sections - which use mags - have a "mags_use" string that tells you which mags are available and which are used. If you noticed this and corrected it - well done, but there is a small detail: "fake ammo". All weapons that use magazines have sections of these same ammo in "ammo_class" - their names differ from the originals by the presence of "f" at the end (I think it's not worth saying that weapons WITHOUT magazines use the originals). The "fake ammo" themselves are listed in "weapons.ltx" - they come after the sections of the original ammo, completely repeat their properties, but have the line "script_binding=bind_weapon.fammo_bind". Also, do not forget that not only one weapon can be registered in the weapon config file, but even two or more (as in the situation with MP5). Now, knowing this, you can easily adapt it all yourself.
And yes - AK family magazines are compatible with the RPK, and this works in the opposite direction. Wuut had a similar one, and I decided to leave this option too, and given that most of the mags appear by chance, there is a high probability (1/2) to find a RPK mag in AK.
ну принципе пусть бет так )
но думаю что ваш мод вскоре будет полезен как в DEAD AIR 1.0
надеюсь что и проблема совместимости с другими модами будет решена
ток в моде где востонавленая броня есть вепрь 12 usas12 sr25
и вопрос
мо;но ли будет для всс и всс прибой магазин на 20-30 патронов установить ?
I don't think that my addon has compatibility issues - I tried to put all the scripts in an automated mode, which allows you to adapt everything anywhere. The fact that other mods do not run directly is solved within a few minutes - depending on the ability to work with a text editor.
I don’t quite understand the last words - "a magazine for 20-30 rounds?" You mean "can I change the maximum allowed ammo in the magazine?" Well, yes - in "ekidona_magazines.ltx" all the configs of weapon magazines are listed, including the maximum allowable ammo ("max_mag_size").
Update 29.03.23: "RESTORE OUTFIT ADDON V0.7" has already been adapted by me personally, a number of new magazines and more have been added there. Look in the archive on GoogleDrive of the addon itself: Drive.google.com (copy again)
Автор, всё вроде хорошо, кроме одного и очень важного что раздражает и из-за этого я не ставлю этот аддон, я должен видеть насколько полон у меня магазин в инвентаре, не только наведением на него, а всех и сразу, у Wuut хотя бы шкалу состояния можно было прописать, а тут только наводить надо, устанешь наводить и сразу забудешь сколько где.
Автор, советую сделать разгрузку, ибо слотов мало, по типу как в Аномали, скомбинировать, разгрузку эмитируют слоты, а карманы экипированные в инвентаре магазины. Видно ты в скриптах силен, ну сделай что-нибудь прикольное с разгрузками.
понятно но попробую снова совместить адонны может у меня проблемы и у меня адоны конфликтуют хотя врядли
Невозможно продать? В этом лишь проблема? Два варианта 1.через контекстное меню, для продажи и магазин превращается в другой вид, патроны извлекаются автоматически.2. через скрипты, при наведении курсора шкала состояния пополняется и продажа становится возможной, это вообще не проблема, но видеть лишь коробочки и не знать сколько там чего это дезоориентация.
У меня самого основа Dead air и я спокойно адатировал на wuut магазины эмитацию разгрузки из Аномали(но не последний wuut, а предпоследний), при чем тут движок, там движок вообще роли не играет, лишь скрипт один. Ну ваше дело, уверен если бы вы подумали как следует, то разгрузку можно сделать и без движка, в NLC7 например система разгрузки чисто скриптовая, просто надо захотеть.
Okay, I decided to devote quite a bit of time to this addon and made a "condition bar" for weapon magazines. I agree that they are better, and thanks for the idea! (Seriously, with this text strip in the inventory, I somehow didn’t think about implementing this)
ну в da 1.0 показали систему разгрузки и сиситему магазинов
и про мод да задумка хорошая ну блин я хрен знает что у меня там конфликутет что при спавне всс прибой и мп5 45 калибра вылеты
кстати а какй фикс надо ставить ибо там 2 на нож и время все других нет
The official patch, which is published in the article on the main page of the mod as a link to "Google Disk".
ПРОСТИ МЕНЯ СЛЕПОГО НО Я НЕ ГДЕ НЕ НАШОЛ ДИСК
I kind of clearly said that on the ModDB mod page itself (just select "summary" at the top and you will see the article itself a little bit below, where there will be a link to download DA and bug fixes for it). Just in case, here is the link itself (it does not change): Drive.google.com
При взятии к примеру абакана, извлекается магазин для рпк, я понимаю что он может использоваться, но зачем он по умолчанию извлекается? На мой взгляд это недоработка.
! [LUA] .... - call of chernobyl\gamedata\scripts\alun_utils.script:154: bad argument #1 to 'trim' (string expected, got nil)
! [SCRIPT ERROR]: .... - call of chernobyl\gamedata\scripts\alun_utils.script:154: bad argument #1 to 'trim' (string expected, got nil)
If it's not a secret, can you tell me the history of this error? It’s just that I don’t test my addon for how long - there was nothing like that. Have you mixed addons? Did you load an outdated save?
У меня не чистый dead air, прошлые версии вашего аддона накатывал и всё было нормально, сейчас при старте новой игры сразу вылет, есть вероятность того, что если фэйк патроны не прописаны всему оружию, то будет такой вылет? Но оружие у нпс, просто я не стал прописывать всем пушкам фейк патроны, а пока лишь тестирую ваш аддон и жду полировки и идеального исполнения и доведения до ума.
Well, I'm not surprised. The error itself is caused, most likely, due to incorrect memoization, because this function (which is written in the log) is called only there. Most likely - you didn't add something in the configs, and I can't say for sure here, because there are at least 5 options. "alun_utils.str_explode" register this function to check the existence of a particular value in the configs. When the game crashes, all these messages will remain in the log and you will determine from them where the settings are needed (there will be nil). Example: printf("SINI check %s: %s",sec,sini:r_string_ex(sec,"ammo_class"))
As for "fake ammo", well... I don't think it's necessary yet.
Получилось, исправил вылет, посмотрел фишку с куртками, молодец что сам такое придумал, но лично мне не понравилось, не информативно и слишком много телодвижений, нажми туда, потом сюда, думаю если развить эту тему, то можно сделать что-то годное.
Hey, I'm trying to use this adonn with Dead Air Revolution, English translation. When I try to launch the game with this mod enabled in JSGME the xray engine icon appears then closes down and this is the error log:
Initializing File System...
using fs-ltx fsgame.ltx
FS: 62908 files cached 42 archives, 9485Kb memory used.
Init FileSystem 0.800060 sec
'xrCore' build 7090, Jul 5 2018
EH: D8524A36AF9B3F32084FDA4649221CFA
-----loading g:\stalker\dead air revolution\gamedata\configs\system.ltx
FATAL ERROR
[error]Expression : <no expression>
[error]Function : CInifile::r_section
[error]File : Xr_ini.cpp
[error]Line : 520
[error]Description : fatal error
[error]Arguments : Can't open section 'wpn_kiparis_sounds'. Please attach [*.ini_log] file to your bug report
stack trace:
0023:00BE3DCC xrCore.dll, xrDebug::fatal()
0023:00BE69A1 xrCore.dll, CInifile::Load()
0023:00BE69A1 xrCore.dll, CInifile::Load()
0023:00BE6318 xrCore.dll, CInifile::CInifile()
0023:004614F5 xrEngine.exe, CApplication::load_draw_internal()
0023:0045ED8A xrEngine.exe, InitSettings()
0023:0045F7B3 xrEngine.exe, InitSound2()
0023:0045FAD6 xrEngine.exe, InitSound2()
0023:0046B673 xrEngine.exe, CApplication::load_draw_internal()
0023:75F1FA29 KERNEL32.DLL, BaseThreadInitThunk()
0023:77C37A9E ntdll.dll, RtlGetAppContainerNamedObjectPath()
0023:77C37A6E ntdll.dll, RtlGetAppContainerNamedObjectPath()
So I'm assuming that the creators of DA:R changed something that made it incompatible with this mod, so where should I start looking for a resolution? I don't know code but I can copy and paste all day.
The error is clearly caused by the lack of official bug fixes, but... I absolutely don’t know how you will substitute them (because all such modifications change a number of scripts that go in bug fixes), so it’s easier to substitute the scripts from my addon and magazines configs, and here are the weapon configs to register manually - see the comments that are posted above.
Hey awesome addon
Could you please make a patch for this addon Moddb.com
Honestly, I don’t really want to make adaptations, I made them for my addons and two third-party ones - that was “enough” for me. If you, or someone else, make an adaptation - write to me about it and I will definitely publish your work in the archive for the addon. I do not want to repeat myself, but still: addons are not always mixed, and reconnecting combinations often causes more errors due to data differences - my addon affects a huge number of files, especially weapon configs and a number of main scripts: the edits themselves are small and come across often, and I don't think that the authors of other addons limit themselves to changing the original data. Well, do not forget about the official fixes - many addons have not adapted to them (this one, of course, is an exception, but still). In short, make an adaptation - I will publish it. Sometimes it pays to read the description on the addon page more carefully.
Gj and ty for all the updates you made
Nice work! Would be cool if you made alternative icons of weapons without magazines like in AREA
Is 'Dead Air' not all about being pesky to the player and nigh unplayable due to design?
Meh, as much as I make scripts for DA, so many times I get messages like this... let's be honest, by this kind of message you mean: "why do you make addons for DA, and not for the great and beautiful Anomaly?"
x2 Meh: Anomaly was once my first completed mod, DA was after. Why am I here? Well, this - probably - has a reason. I don't like to argue, especially here - I just hope my scripts work well. If you have any complaints about my work, then talk about them.
I do not mean 'Anomaly' nor do I compare your work on 'Dead Air' to anything else other maybe than the base 'S.T.A.L.K.E.R.'. To be fair, I do not play 'Anomaly' nor was 'Anomaly' on my mind writing the initial comment. It must have been your own obsession and a sense of inferiority or perhaps just sheer expectation that has led you to that assumption. In the end, what I mean is 'Dead Air' by appearance stands mostly pesky to the player and nigh unplayable due to design and you seem to go in a completely opposite direction with this particular creation. It is not the question of "why" do you mod. I guess you mod because you can, because you like it, because you fancy - whatever. Good that you mod, if you enjoy, please keep doing that. My only purpose in this conversation is to ask what context in 'Dead Air' do you see, so as to place your "ekidona" solution within such particular set, but maybe what you really want to achieve is to have another game?
Well, now this is a specific question. Why am I modifying "Dead Air"? Honestly, I just like it more - visual, optimization and "atmosphere". Now this is much more obvious, albeit contradictory - almost five years have passed since the release of OBT, and for me it has only strengthened. If there is an interest why I do this at all, then... I do not have a short and clear answer. Let me just say that I am making a whole mod on the DA ("Sediment") platform, and this version of the base - as I "felt" in practice - suits my concepts very well.