You can also equip them on soldiers and the game loads fine. Infact any weapon that is NPC equippable will load just fine. Check EquipIdTable or I can share the list of all NPC equippable guns and what works and what doesn't. Player weapons however cannot be equipped onto NPCs.
Most likely cause it is not fired during the cutscenes - just an anime. Same for child soldier wooden guns, they are assigned for M13 Pitch Dark but can't be picked up right. Because the data isn't there. Equipping them on enemy soldiers will spawn fine but you still can't pick them up.
From my testing, a gun consists of different code that handles different parts - equip icon, equipping, ADS sights textures, zoom sights textures, aim anim, shoot anim etc etc. Basically EVERY weapon in the game is the result of the chimera weapons system - even the soldier weapons. And every weapon needs a minimum set of parts for full functionality. If a part is missing then you''ll find broken functionality.
For example, equipping a ZZZ pistol onto enemy soldiers and then *snatching* it off their hands will allow you to use the pistol just fine. However, the anim for loading every shot in the chamber will not play out this way, until you drop the gun and pick it up again. Then it works fine. There seem to be triggers in place with the weapons system.
Quiet's weapons can be loaded this way into the game as well - but again are broken. Although, her Brennan(invisible as it was) could be fired last time I checked. But only by the player. NPCs couldn't fire it. Meaning there is separate data for NPC firing and player firing as well.
It may be as simple as adding parts to the weapon combination. I know soldier weapons have parts files they refer to so that the weapons are not "constructed" every time - check EquipIdTable. But haven't tried changing or modding these files yet. Player weapons are "constructed" through numerous different files but haven't ever bothered looking through that data either.
Here is a very long list of every NPC equippable weapon so far.
-X means ADS missing textures or equip Icons - or equipping or missing firing functionality
All PR weapons seem to be place holder weapons for cutscenes(as some of you already know)
Code: Select all
-- HANDGUN=TppEquip.EQP_WP_EX_hg_013, --r28 Tornado-6 Grade 7
-- HANDGUN2=TppEquip.EQP_WP_West_hg_020,
-- SMG=TppEquip.EQP_WP_East_sm_020,
-- SMG2=TppEquip.EQP_WP_West_sm_020,
-- SMG3=TppEquip.EQP_WP_East_sm_010,
-- SHOTGUN=TppEquip.EQP_WP_Com_sg_020_FL,
-- SHOTGUN2=TppEquip.EQP_WP_Com_sg_011_FL,
-- ASSAULT=TppEquip.EQP_WP_East_ar_030_FL, --default
---- ASSAULT2=TppEquip.EQP_WP_West_ar_020_FL, --
---- ASSAULT2=TppEquip.EQP_WP_East_ar_020, --not work
---- ASSAULT3=TppEquip.EQP_WP_East_ar_010_FL, --works
-- ASSAULT2=TppEquip.EQP_WP_West_ar_050,
-- ASSAULT3=TppEquip.EQP_WP_West_ar_030,
-- SNIPER=TppEquip.EQP_WP_EX_sr_000,
-- SNIPER2=TppEquip.EQP_WP_West_sr_010,
-- SNIPER3=TppEquip.EQP_WP_West_sr_011,
-- SNIPER4=TppEquip.EQP_WP_West_sr_020,
-- SNIPER5=TppEquip.EQP_WP_East_sr_011,
-- SNIPER6=TppEquip.EQP_WP_East_sr_020,
-- MG=TppEquip.EQP_WP_West_mg_030,
-- MG2=TppEquip.EQP_WP_West_mg_010,
-- MG3=TppEquip.EQP_WP_East_mg_010,
-- MISSILE=TppEquip.EQP_WP_Com_ms_020,
-- MISSILE2=TppEquip.EQP_WP_West_ms_010,
-- -- GRENADE=TppEquip.EQP_SWP_Grenade_G05, --r16 these don't work, maybe? --TODO WIP test
-- -- STUN_GRENADE=TppEquip.EQP_SWP_StunGrenade_G03,
-- -- SMOKE_GRENADE=TppEquip.EQP_SWP_SmokeGrenade_G04,
-- -- GRENADE_LAUNCHER=TppEquip.EQP_WP_EX_gl_000,
-- SHIELD=TppEquip.EQP_SLD_SV
--r13 testing results
---- HANDGUN=TppEquip.EQP_WP_West_hg_010, --AM D114 Grade 1
---- HANDGUN=TppEquip.EQP_WP_West_hg_010_WG, --X
-- HANDGUN=TppEquip.EQP_WP_West_hg_020, --AM D114 Grade 4 + FL + SUP *BEST* EQUIP:
---- HANDGUN=TppEquip.EQP_WP_West_hg_030, --Geist P3 Grade 4, shotgun icon, not useful
---- HANDGUN=TppEquip.EQP_WP_West_hg_030_cmn, --X
---- HANDGUN=TppEquip.EQP_WP_East_hg_010, --Burkov Grade 1
---- HANDGUN=TppEquip.EQP_WP_West_thg_010, --WU S.Pistol Grade 1 ZZZ, Broken reload when disarmed
---- HANDGUN=TppEquip.EQP_WP_West_thg_020, --WU S.Pistol Grade 2 ZZZ No SUP, Broken reload when disarmed
---- HANDGUN=TppEquip.EQP_WP_West_thg_030, --WU S.Pistol Grade 5 ZZZ, Broken reload when disarmed
---- HANDGUN=TppEquip.EQP_WP_West_thg_040, --WU S.Pistol Grade 5 ZZZ, Broken reload when disarmed
---- HANDGUN=TppEquip.EQP_WP_West_thg_050, --WU S.Pistol CB Grade 7 ZZZ No SUP, Broken reload when disarmed, cannot develop, unique butt
---- HANDGUN=TppEquip.EQP_WP_SkullFace_hg_010, --SKULL Cutom Grade 1, kick ass stats, somewhat animation, broken
---- HANDGUN=TppEquip.EQP_WP_SP_hg_010, --X SP do not load, infinite loading
---- HANDGUN=TppEquip.EQP_WP_SP_hg_020, --X SP do not load, infinite loading
---- HANDGUN=TppEquip.EQP_WP_EX_hg_000, --AM A114RP Grade 9!!! Grenade launcher?! missing reload after CQC grab
-- HANDGUN=TppEquip.EQP_WP_EX_hg_000_G01, --AM A114 RP ZZZ Grade 8, missing reload after CQC grab
-- HANDGUN=TppEquip.EQP_WP_EX_hg_000_G02, --AM A114 RP ZZZ Grade 9, missing reload after CQC grab
-- HANDGUN=TppEquip.EQP_WP_EX_hg_000_G03, --AM A114 RP ZZZ Grade 10, missing reload after CQC grab
-- HANDGUN=TppEquip.EQP_WP_EX_hg_000_G04, --AM A114 RP ZZZ Grade 11, missing reload after CQC grab
-- HANDGUN=TppEquip.EQP_WP_EX_hg_010, --Tornado Grade 3
-- HANDGUN=TppEquip.EQP_WP_EX_hg_011, --Tornado Grade 5
-- HANDGUN=TppEquip.EQP_WP_EX_hg_012, --Tornado Grade 6
-- HANDGUN=TppEquip.EQP_WP_EX_hg_013, --Tornado Grade 7 *BEST*
--
--
--
---- SMG=TppEquip.EQP_WP_West_sm_010, --ZE'EV Grade 3
---- SMG=TppEquip.EQP_WP_West_sm_010_WG, --X
---- SMG=TppEquip.EQP_WP_West_sm_014, --X
---- SMG=TppEquip.EQP_WP_West_sm_015, --X
---- SMG=TppEquip.EQP_WP_West_sm_020, --Mach 37 Grade 3
---- SMG=TppEquip.EQP_WP_East_sm_010, --Sz. 336 Grade 3 EQUIP:
-- SMG=TppEquip.EQP_WP_East_sm_020, --Sz. 336 CS Grade 5, matches Sz. 336 HS Grade 5 *BEST* EQUIP:
---- SMG=TppEquip.EQP_WP_East_sm_030, --Sz. 336 Grade 3 + SUP + FL
---- SMG=TppEquip.EQP_WP_East_sm_042, --Riot SMG Grade 1, cannot develop
---- SMG=TppEquip.EQP_WP_East_sm_043, --X
---- SMG=TppEquip.EQP_WP_East_sm_044, --X
---- SMG=TppEquip.EQP_WP_East_sm_045, --X
---- SMG=TppEquip.EQP_WP_Pr_sm_010, --X PR are Invisible
---- SMG=TppEquip.EQP_WP_SP_sm_010, --X SP do not load, infinite loading
---- SMG=TppEquip.EQP_WP_West_sm_016, --X
---- SMG=TppEquip.EQP_WP_West_sm_017, --X
---- SMG=TppEquip.EQP_WP_East_sm_047, --STN
---- SMG=TppEquip.EQP_WP_West_sm_019, --X
---- SMG=TppEquip.EQP_WP_West_sm_01a, --X
---- SMG=TppEquip.EQP_WP_West_sm_01b, --X
---- SMG=TppEquip.EQP_WP_East_sm_049, --X
---- SMG=TppEquip.EQP_WP_East_sm_04a, --X
---- SMG=TppEquip.EQP_WP_East_sm_04b, --X
--
--
--
---- ASSAULT=TppEquip.EQP_WP_West_ar_010, --AM MRS-4R Grade 3, grouping slightly higher
---- ASSAULT=TppEquip.EQP_WP_West_ar_010_FL, --AM MRS-4R Grade 3, grouping slightly higher + FL EQUIP:
---- ASSAULT=TppEquip.EQP_WP_West_ar_055, --X
---- ASSAULT=TppEquip.EQP_WP_West_ar_020, --UN-ARC Grade 3
---- ASSAULT=TppEquip.EQP_WP_West_ar_020_FL, ----UN-ARC CS Grade 3 + FL
---- ASSAULT=TppEquip.EQP_WP_West_ar_030, --UN-ARC-PT CS Grade 4 + FL, stats similar to UN-ARC Grade 4
---- ASSAULT=TppEquip.EQP_WP_West_ar_040, --AM MRS-4 Grade 1
---- ASSAULT=TppEquip.EQP_WP_West_ar_042, --X
---- ASSAULT=TppEquip.EQP_WP_West_ar_050, --AM MRS-4R Grade 5 EQUIP:
---- ASSAULT=TppEquip.EQP_WP_West_ar_060, --UN-ARC-NL Grade 2 STN
---- ASSAULT=TppEquip.EQP_WP_West_ar_063, --X
---- ASSAULT=TppEquip.EQP_WP_West_ar_070, --UN-ARC-NL Grade 4 STN + FL
---- ASSAULT=TppEquip.EQP_WP_West_ar_075, --STN
---- ASSAULT=TppEquip.EQP_WP_East_ar_010, --SVG-76 Grade 1
---- ASSAULT=TppEquip.EQP_WP_East_ar_010_FL, --SVG-76 Grade 1 + FL
---- ASSAULT=TppEquip.EQP_WP_East_ar_020, --SVG-67 Grade 4
---- ASSAULT=TppEquip.EQP_WP_East_ar_030, --SVG-67 CS Grade 6, cannot develop
-- ASSAULT=TppEquip.EQP_WP_East_ar_030_FL, --SVG-67 CS Grade 6 + FL, cannot develop *BEST*
---- ASSAULT=TppEquip.EQP_WP_Wood_ar_010, --X ROFL as the name suggests is a wooden gun XD
---- ASSAULT=TppEquip.EQP_WP_Pr_ar_010, --X Invisible
---- ASSAULT=TppEquip.EQP_WP_West_ar_057, --X
---- ASSAULT=TppEquip.EQP_WP_West_ar_077, --STN
---- ASSAULT=TppEquip.EQP_WP_West_ar_059, --X
---- ASSAULT=TppEquip.EQP_WP_West_ar_05a, --X
---- ASSAULT=TppEquip.EQP_WP_West_ar_05b, --X
---- ASSAULT=TppEquip.EQP_WP_West_ar_079, --X
---- ASSAULT=TppEquip.EQP_WP_West_ar_07a, --X
---- ASSAULT=TppEquip.EQP_WP_West_ar_07b, --X
--
--
--
---- SNIPER=TppEquip.EQP_WP_West_sr_010, --M2000-D Grade 2
---- SNIPER=TppEquip.EQP_WP_West_sr_011, --M2000-D CS Grade 2; cannot develop, slighty less damage
---- SNIPER=TppEquip.EQP_WP_West_sr_013, --X
---- SNIPER=TppEquip.EQP_WP_West_sr_014, --X
-- SNIPER=TppEquip.EQP_WP_West_sr_020, --AM MRS-71 CS Grade 5 *BEST* EQUIP:
---- SNIPER=TppEquip.EQP_WP_West_sr_037, --AM MRS-73 NL Grade 1 ZZZ
---- SNIPER=TppEquip.EQP_WP_East_sr_011, --Renov-ICKX CS Grade 1
---- SNIPER=TppEquip.EQP_WP_East_sr_020, --Bambetov SV CS Grade 4
---- SNIPER=TppEquip.EQP_WP_East_sr_032, --Renov-ICKX TP CS Grade 4 ZZZ
---- SNIPER=TppEquip.EQP_WP_East_sr_033, --X
---- SNIPER=TppEquip.EQP_WP_East_sr_034, --X
---- SNIPER=TppEquip.EQP_WP_Quiet_sr_010, --Wicked Butterfly Grade 2
---- SNIPER=TppEquip.EQP_WP_Quiet_sr_020, --Guilty Butterfly Grade 3
---- SNIPER=TppEquip.EQP_WP_Quiet_sr_030, --Sinful Butterfly Grade 4
---- SNIPER=TppEquip.EQP_WP_BossQuiet_sr_010, --X Invisible
---- SNIPER=TppEquip.EQP_WP_Pr_sr_010, --X Invisible
---- SNIPER=TppEquip.EQP_WP_EX_sr_000, --Molotok-68 Grade 9!!! WTF! *BEST* Extreme(unreliable) damage but guard towers are not destroyed
---- SNIPER=TppEquip.EQP_WP_West_sr_027, --X
---- SNIPER=TppEquip.EQP_WP_West_sr_047, --X
---- SNIPER=TppEquip.EQP_WP_West_sr_048, --X
---- SNIPER=TppEquip.EQP_WP_West_sr_029, --X
---- SNIPER=TppEquip.EQP_WP_West_sr_02a, --X
---- SNIPER=TppEquip.EQP_WP_West_sr_02b, --X
---- SNIPER=TppEquip.EQP_WP_West_sr_049, --X
---- SNIPER=TppEquip.EQP_WP_West_sr_04a, --X
---- SNIPER=TppEquip.EQP_WP_West_sr_04b, --X
--
--
--
---- SHOTGUN=TppEquip.EQP_WP_Com_sg_010, --S1000 Grade 2
---- SHOTGUN=TppEquip.EQP_WP_Com_sg_011, --S1000 CS Grade 2 + FL; cannot develop
---- SHOTGUN=TppEquip.EQP_WP_Com_sg_011_FL, --S1000 CS Grade 2 + FL; cannot develop
---- SHOTGUN=TppEquip.EQP_WP_Com_sg_013, --X
---- SHOTGUN=TppEquip.EQP_WP_Com_sg_015, --X
---- SHOTGUN=TppEquip.EQP_WP_Com_sg_020, --Kabarga 83 Grade 4
-- SHOTGUN=TppEquip.EQP_WP_Com_sg_020_FL, --Kabarga 83 Grade 4 + FL *BEST* EQUIP:
---- SHOTGUN=TppEquip.EQP_WP_Com_sg_023, --S1000 Air-S CS Grade 3 STN
---- SHOTGUN=TppEquip.EQP_WP_Com_sg_024, --X
---- SHOTGUN=TppEquip.EQP_WP_Com_sg_025, --X
---- SHOTGUN=TppEquip.EQP_WP_Com_sg_030, --S1000 Air-S CS Grade 6 STN + FL, cannot develop
---- SHOTGUN=TppEquip.EQP_WP_Pr_sg_010, --X Invisible gun
---- SHOTGUN=TppEquip.EQP_WP_Volgin_sg_010, --X S1000 Grade 1 Broken gun
---- SHOTGUN=TppEquip.EQP_WP_SP_sg_010, --X SP do not load, infinite loading
---- SHOTGUN=TppEquip.EQP_WP_Com_sg_038, --X
---- SHOTGUN=TppEquip.EQP_WP_Com_sg_016, --X
---- SHOTGUN=TppEquip.EQP_WP_Com_sg_018, --X--
--
--
--
---- MG=TppEquip.EQP_WP_West_mg_010, --UN-AAM Grade 2 Cannot develop
---- MG=TppEquip.EQP_WP_West_mg_020, --ALM 48 Grade 2 EQUIP:
---- MG=TppEquip.EQP_WP_West_mg_023, --X
---- MG=TppEquip.EQP_WP_West_mg_024, --X
---- MG=TppEquip.EQP_WP_West_mg_021, --ALM 48 Grade 4 EQUIP:
-- MG=TppEquip.EQP_WP_West_mg_030, --ALM 48 Grade 5 *BEST* EQUIP:
---- MG=TppEquip.EQP_WP_East_mg_010, --LPG-61 Grade 4
---- MG=TppEquip.EQP_WP_mgm0_mgun0, --X Invisible gun
---- MG=TppEquip.EQP_WP_West_mg_037, --X
---- MG=TppEquip.EQP_WP_West_mg_039, --X
---- MG=TppEquip.EQP_WP_West_mg_03a, --X
---- MG=TppEquip.EQP_WP_West_mg_03b, --X
--
--
--
---- MISSILE=TppEquip.EQP_WP_Com_ms_010, --Killer Bee Grade 3 EQUIP:
---- MISSILE=TppEquip.EQP_WP_Com_ms_020, --Killer Bee Grade 5 EQUIP: *BEST*
---- MISSILE=TppEquip.EQP_WP_Com_ms_023, --X
---- MISSILE=TppEquip.EQP_WP_Com_ms_024, --X
---- MISSILE=TppEquip.EQP_WP_West_ms_010, --FB MR R-Launcher Grade 3
---- MISSILE=TppEquip.EQP_WP_West_ms_020, --FB MR R-L NLSP. Grade 6, cannot develop, 2-8x Zoom, stats similar to lethal Grade 5
---- MISSILE=TppEquip.EQP_WP_East_ms_010, --Grom-11 Grade 2
-- MISSILE=TppEquip.EQP_WP_East_ms_020, --CGM 25 Grade 4 -- no explosion when sodiers use this(maybe coz tested as assualt - NOPE - confirmed broken)
---- MISSILE=TppEquip.EQP_WP_HoneyBee, --Honey Bee Grade 1, equal to Killer Bee Grade 3
---- MISSILE=TppEquip.EQP_WP_Com_ms_026, --X
---- MISSILE=TppEquip.EQP_WP_West_ms_029, --X
---- MISSILE=TppEquip.EQP_WP_West_ms_02a, --X
---- MISSILE=TppEquip.EQP_WP_West_ms_02b, --X
---- MISSILE=TppEquip.EQP_WP_Com_ms_029, --X
---- MISSILE=TppEquip.EQP_WP_Com_ms_02a, --X
---- MISSILE=TppEquip.EQP_WP_Com_ms_02b, --X
--
--
--
-- GRENADE_LAUNCHER=TppEquip.EQP_WP_EX_gl_000, --doesn't use by default
--
-- SHIELD=TppEquip.EQP_SLD_SV
PS: tex, grenade launchers can be equipped onto NPCs at least those that are part of EquipIdTable. I had tried assigning the Miraz as an ASSAULT before it was even revealed and found it worked. I was confused cause it was firing 12 grenades at a time though so thought it might be because it was assigned as an assault lol.
Assigning grenade launchers is a matter of adding a custom power and and assigning it at the end. Although, they and up killing other soldiers lol - limited AI and what not, same issue with Stun grenades