Intrud3r Posted November 14, 2014 Share Posted November 14, 2014 Sorry for opening another distribution sistem topic but can't find the answer anywhere the question is simple given that i create a new pistol item and i copy the original laser/reddot(adding the new weapon to the attachable) in a separate file like newitems2.txti can add the weapon with no issues to the suburbsdistribution with:table.insert(SuburbsDistributions["Kitchen"]["counter"].items, "newitem");table.insert(SuburbsDistributions["Kitchen"]["counter"].items, 5);is there a way to change the weapon upgrades laser/reddot from base.reddot to new.reddot for the original weapons too? i mean the final part of the suburbsdistribution.lua file if i copy the original suburbsdistribution.lua to the mod folder and add the intems there can be solved ?(i mean the game will use the mod folder or the default/game file?) I hope the question is clear i'm really bad in english;) thanks in advance Link to comment Share on other sites More sharing options...
ORMtnMan Posted November 14, 2014 Share Posted November 14, 2014 Sorry for opening another distribution sistem topic but can't find the answer anywhere the question is simple given that i create a new pistol item and i copy the original laser/reddot(adding the new weapon to the attachable) in a separate file like newitems2.txti can add the weapon with no issues to the suburbsdistribution with:table.insert(SuburbsDistributions["Kitchen"]["counter"].items, "newitem");table.insert(SuburbsDistributions["Kitchen"]["counter"].items, 5);is there a way to change the weapon upgrades laser/reddot from base.reddot to new.reddot for the original weapons too? i mean the final part of the suburbsdistribution.lua file if i copy the original suburbsdistribution.lua to the mod folder and add the intems there can be solved ?(i mean the game will use the mod folder or the default/game file?) I hope the question is clear i'm really bad in english;) thanks in advance If you want to substitute a base version of an item mod version, you have to remove it from the distributions. I don't know how to do it off the top of my head (I am at work) but I know the Real Kentucky Fireamrs does this, so you could use it as a reference for that. Try to refrain from overriding base files as anytime there is an update it could cause major problems for your mod. Link to comment Share on other sites More sharing options...
Intrud3r Posted November 14, 2014 Author Share Posted November 14, 2014 didn't find what i'm searching for no clue on how to change the values in WeaponUpgradesFROMWeaponUpgrades = {Pistol = {"Base.Laser", "Base.RedDot", "Base.IronSight"}};TOWeaponUpgrades = {Pistol = {"tetsingmod.Laser", "testingmod.RedDot", "testingmod.IronSight"}};it's probably super simple but iìm going mad edit 2: Solved (already tested work perfectly)require "Items/SuburbsDistributions"if WeaponUpgrades.Pistol ~= nil then local k=1; while k <= #WeaponUpgrades.Pistol do if WeaponUpgrades.Pistol[k] == "Base.Laser" then table.remove(WeaponUpgrades.Pistol,k); elseif WeaponUpgrades.Pistol[k] == "Base.IronSight" then table.remove(WeaponUpgrades.Pistol, k); elseif WeaponUpgrades .Pistol[k] == "Base.RedDot" then table.remove(WeaponUpgrades.Pistol, k); else k = k + 1; endendendtable.insert(WeaponUpgrades.Pistol,"testingmod.Laser");table.insert(WeaponUpgrades.Pistol,"testingmod.RedDot");table.insert(WeaponUpgrades.Pistol,"testingmod.IronSight"); Link to comment Share on other sites More sharing options...
Brybry Posted November 15, 2014 Share Posted November 15, 2014 I would think that WeaponUpgrades.Pistol = {"testingmod.Laser","testingmod.RedDot","testingmod.IronSight"}; would work. Odd. Something like this might work and be slightly more concise:local Pistol = WeaponUpgrades.Pistol;for i = 1, #Pistol do if Pistol[i] == "Base.Laser" then Pistol[i] = "testingmod.Laser"; elseif Pistol[i] == "Base.IronSight" then Pistol[i] = "testingmod.IronSight"; elseif Pistol[i] == "Base.RedDot" then Pistol[i] = "testingmod.RedDot"; endend Suomiboi and Intrud3r 2 Link to comment Share on other sites More sharing options...
Intrud3r Posted November 15, 2014 Author Share Posted November 15, 2014 your solution is easier i like it now i have to find a way to add the new weapons to the same table but it's harder than exepected editok found the solution for adding a new table into WeponUpgrade and modifing an entire existing table in one move //have to test if work ingame(on virtual lua consolle works as planned)edit 3 //WORKS :)WeaponUpgrades["NewPistol"]={"tetsingmod.Laser", "testingmod.RedDot", "testingmod.IronSight"}//could be used to rapidly change the original pistol values (works perfectly on lua test console)WeaponUpgrades["Pistol"]={"tetsingmod.Laser", "testingmod.RedDot", "testingmod.IronSight"}edit 3 //WORKS (in my previous tests i had mispelled some parts) Link to comment Share on other sites More sharing options...
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