Have known about how the files affect the development page/weapon sections/dev build trees. Always thought about trying EQP_None but never got around to it. Your post kept me up all night. It works but there are flaws and it's not as perfect as *I* would like it to be, though no doubt it is sufficient.
First, icons are broken, not supplying an icon sets the last used gun's icon. Next the customize page lists the None slot lol. Plus it has stats for some reason. Maybe if all the stats files were tweaked as well, and if you could stop the weapon from being loaded where ever the weapons are assigned for customize tab, then this approach may very well work as a final method.
But still don't know where a weapon is decided to be customizable or not - would like to see Miraz, water pistol etc put through it.
Third issue is that when using DD Staff and the Handgun slot, the ammo count shows up in the slot as 0/0. While the slot is completely missing for Snake, only the Arm slot is available. Probably the result of a confused approach to HUD menus.
Although, with this modding, the game automatically selects the None slot on opening the PRIMARY_HIP/HANDGUN/SMG tabs, this is interesting because it works similar to PRIMARY_BACK in this regard, meaning the menus are configured to select the EQP_None slot by default.
Plus this code works as well, don't even have to develop - it would be good idea to assign a dummy slot icon however! Anybody trying, add at end of respective file.
Code: Select all
--DEV file
TppMotherBaseManagement.RegCstDev{
p00=900,
p01=TppEquip.EQP_None,
p02=TppMbDev.EQP_DEV_TYPE_Handgun,
p03=0,
p04=0,
p05=65535,
p06="",
p07="",
p08="",
p09=65535,
p10="",
p30="",
p31=0,
p32=0,
p33=0,
p34=0,
p35=0,
p36=0
}
TppMotherBaseManagement.RegCstDev{
p00=901,
p01=TppEquip.EQP_None,
p02=TppMbDev.EQP_DEV_TYPE_Assault,
p03=0,
p04=0,
p05=65535,
p06="",
p07="",
p08="",
p09=65535,
p10="",
p30="",
p31=0,
p32=0,
p33=0,
p34=0,
p35=0,
p36=0
}
TppMotherBaseManagement.RegCstDev{
p00=902,
p01=TppEquip.EQP_None,
p02=TppMbDev.EQP_DEV_TYPE_Shotgun,
p03=0,
p04=0,
p05=65535,
p06="",
p07="",
p08="",
p09=65535,
p10="",
p30="",
p31=0,
p32=0,
p33=0,
p34=0,
p35=0,
p36=0
}
TppMotherBaseManagement.RegCstDev{
p00=903,
p01=TppEquip.EQP_None,
p02=TppMbDev.EQP_DEV_TYPE_GrenadeLauncher,
p03=0,
p04=0,
p05=65535,
p06="",
p07="",
p08="",
p09=65535,
p10="",
p30="",
p31=0,
p32=0,
p33=0,
p34=0,
p35=0,
p36=0
}
TppMotherBaseManagement.RegCstDev{
p00=904,
p01=TppEquip.EQP_None,
p02=TppMbDev.EQP_DEV_TYPE_Submachinegun,
p03=0,
p04=0,
p05=65535,
p06="",
p07="",
p08="",
p09=65535,
p10="",
p30="",
p31=0,
p32=0,
p33=0,
p34=0,
p35=0,
p36=0
}
--FLOW file
TppMotherBaseManagement.RegFlwDev{
p50=876,
p51=0,
p52=0,
p53=0,
p54=0,
p55=0,
p56=0,
p57=0,
p58="",
p59=0,
p60="",
p61=0,
p62=0,
p63=0,
p64=0,
p65="",
p66=0,
p67="",
p68=0,
p69=0,
p70=0,
p71=0,
p72=0,
p73=0,
p74=0
}
TppMotherBaseManagement.RegFlwDev{
p50=877,
p51=0,
p52=0,
p53=0,
p54=0,
p55=0,
p56=0,
p57=0,
p58="",
p59=0,
p60="",
p61=0,
p62=0,
p63=0,
p64=0,
p65="",
p66=0,
p67="",
p68=0,
p69=0,
p70=0,
p71=0,
p72=0,
p73=0,
p74=0
}
TppMotherBaseManagement.RegFlwDev{
p50=878,
p51=0,
p52=0,
p53=0,
p54=0,
p55=0,
p56=0,
p57=0,
p58="",
p59=0,
p60="",
p61=0,
p62=0,
p63=0,
p64=0,
p65="",
p66=0,
p67="",
p68=0,
p69=0,
p70=0,
p71=0,
p72=0,
p73=0,
p74=0
}
TppMotherBaseManagement.RegFlwDev{
p50=879,
p51=0,
p52=0,
p53=0,
p54=0,
p55=0,
p56=0,
p57=0,
p58="",
p59=0,
p60="",
p61=0,
p62=0,
p63=0,
p64=0,
p65="",
p66=0,
p67="",
p68=0,
p69=0,
p70=0,
p71=0,
p72=0,
p73=0,
p74=0
}
TppMotherBaseManagement.RegFlwDev{
p50=880,
p51=0,
p52=0,
p53=0,
p54=0,
p55=0,
p56=0,
p57=0,
p58="",
p59=0,
p60="",
p61=0,
p62=0,
p63=0,
p64=0,
p65="",
p66=0,
p67="",
p68=0,
p69=0,
p70=0,
p71=0,
p72=0,
p73=0,
p74=0
}
At this point I really don't know why Konami just won't add in this feature as a default. Am gonna write them a letter. Also how about removing weapons from the customization slot. I use only one MG, I made another one for fun by accident, let me delete it Konami! Please! Am gonna write them a letter.
Also, how far have you looked into MGO code for EQP_None and weapon customization deletion? I know we can't change the UI but the code will help a lot if it's there. I haven't looked at any MGO code at all other than a few XP hacks but I'll be doing that now.
How to do this? Forcing TppPlayer.RestoreSupplyCbox() or calling Player.RequestToSupplyCbox - but what would be the inputs to the latter? Item id and a Vector3? It's not called through existing code.
This would be my default approach since I was too uncomfortable with a lot of code earlier and testing 7 different weapon types this way proved much easier.
While this works it won't drop player equip as far as I can tell. Other than the ones that have enemy usable equivalents. I tried an approach where I would force *all* the weapons to load using RequestLoadToEquipMissionBlock and then try to drop them in concentric circles around the player. Issues included the regular gamut with invisibility, no HUD icons, can't fire etc. Although I was not adequately prepared for this at the time so will take it up again.