on adding item on ingame shop for 2008 client

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  1. #1
    Member bajay0124 is offline
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    Jun 2010 Join Date
    54Posts

    on adding item on ingame shop for 2008 client

    The title said it all..
    I am really confused.. all I want are some CUSTOM items on the in-game shop.. the problem is , I did everything but nothing appears on the shop.. Please post a clear guide on how to add items..


    sorry for my bad english


  2. #2
    Account Upgraded | Title Enabled! TheCodeOfGunz is offline
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    Oct 2010 Join Date
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    Re: on adding item on ingame shop for 2008 client

    make sure u have a server with 999999 item space
    use phoenix server

  3. #3
    Member bajay0124 is offline
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    Jun 2010 Join Date
    54Posts

    Re: on adding item on ingame shop for 2008 client

    I need a full guide on how to add stuffs on the server and putting them on the shop

  4. #4
    Free men in a free world MorpheusZ is offline
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    Jan 2011 Join Date
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    Re: on adding item on ingame shop for 2008 client

    Code:
    MAKEING A NEW WEAPON!
    you will need to know how to use MRS.exe
    and Photoshop and have the dds plugin(google for it)
    
    MOVE MODEL.MRS INTO A NEW FOLDER(or it will get muddled up)
    unpack model.mrs(Gunz/)
    find a weapon you like and edit the pic(model/weapon/)
    rename the pic and save it as a .dds now find the .elu file that wet with it
    open it up with notepad press Ctrl + F enter its old name and rename that to your new name save it
    and rename the .elu file
    
    open weapon.xml(right click>edit), for this tut will be making a sword!
    we will be editing this code here:
    
    Code:
    <AddWeaponElu name="sword01" weapon_motion_type = "12" weapon_type = "16" >
    <AddBaseModel name="sword01" filename="model/weapon/sword/sword01.elu" />
    </AddWeaponElu>you need a name for you weapon, im going to call mine: Lkive
    now to change that do this
    
    Code:
    <AddWeaponElu name="sword01"to
    
    Code:
    <AddWeaponElu name="Lkive"and this
    
    Code:
    <AddBaseModel name="sword01"to
    
    Code:
    <AddBaseModel name="Lkive"ok now you have done that make a folder for your new weapon in "modelweapon"
    for this tut im going to call mine: Lkive
    now we change
    
    Code:
    filename="model/weapon/sword/sword01.elu"to
    
    Code:
    filename="model/weapon/Lkive/Lkive.elu"so you will have now
    
    Code:
    <AddWeaponElu name="Lkive" weapon_motion_type = "12" weapon_type = "16" >
    <AddBaseModel name="Lkive filename="model/weapon/Lkive/Lkive.elu" />
    </AddWeaponElu>save that
    now zitem
    press ctrl + F now type in the old name of the weapon mine would be sword01
    
    
    Code:
    <ITEM id="36" name="Skull Giant Sword" iscashitem="false" mesh_name="sword01" totalpoint="0" type="melee"
    res_sex="a" res_level="20" slot="melee" weapon="greatsword" weight="21" bt_price="12000"
    delay="275" damage="21" ctrl_ability="0" magazine="0" reloadtime="0" slug_output="false"
    gadget_id="0" hp="0" ap="0" maxwt="0" sf="0" fr="0" cr="0" pr="0" lr="0" color="#FFFFFFFF"
    image_id="0" bullet_image_id="0" magazine_image_id="0" desc="" />now we will need to change the mesh
    
    Code:
    mesh_name="sword01"and the id number
    
    Code:
    ITEM id="36"to your own number...
    
    ok whats what:
    res_sex="a": what sex can use this item
    iscashitem="false":prem or not
    totalpoint="0": unknown (to me)
    type="melee":type of weapon or clothing
    res_level="20": minmal level
    slot="melee":where you equip it
    damage="21": damage
    delay="275":attack speed
    ctrl_ability="0":ctrl_ability means how you weapons spreads and recoil the higher the number the accuraty will be beter
    magazine="0":how meny clips it can hold
    reloadtime="0": how long it takes to reload
    slug_output="false":slug_output can be true or false False means no bullets are coming out of the weapon Ture means bullets out of you weapon
    So melee = False and ranged = true
    gadget_id="0":unknown
    hp="0":hp
    ap="0":ap
    weapon="greatsword":where it will show up(buying group)
    bullet_image_id="0":unknown or dosent work(tested not much tho)
    image_id="0":unknown
    weight="21":weight
    bt_price="12000": how much it costs
    maxwt="0": +weight(gives more)
    sf="0":bonus(unknown to me)
    fr="0":Fire
    cr="0":Cold/Ice
    pr="0":Poision restance
    lr="0":Lighting
    color="#FFFFFFFF":unknown
    magazine_image_id="0":unknown or dosent work(tested not much tho)
    desc="":decsrpition(cant spell sorry)
    
    once you have done that add it to your shop.xml and copy a copy of zitem into matchserver
    and your done
    
    MAKE YOUR ITEM PICKUPABLE(ADDON TO MAKEING YOUR OWN WEAPON)
    make your item like a medkit(or some think pickupable)
    you will need MRS Unpacker
    
    unpack system.mrs
    open worlditem.xml(right click>edit)
    what we need to edit
    
    
    Code:
    <WORLDITEM id="01" name="hp01">
    <TYPE>hp</TYPE>
    <TIME>3000</TIME>
    <AMOUNT>10</AMOUNT>
    <MODELNAME>red</MODELNAME>
    </WORLDITEM>whats, what:
    <TYPE>hp</TYPE>:can be hp,ap,bullet or quest and can be stacked like this: <TYPE>hpapbullet</TYPE>
    <TIME>3000</TIME>: i think respwan time
    <AMOUNT>10</AMOUNT>: how much ap,hp,etc
    <MODELNAME>red</MODELNAME>:this is this part heres name:<AddBaseModel name="sword01"
    <WORLDITEM id="01" name="hp01">:nuber and name of it number has to be 132 and above
    
    i have yet to get <MeshInfo> to work...
    
    
    Custom Login Screens:
    Things you'll need.
    
    - Developer mode runnable (See top of post).
    -A brain
    
    Let's get started.
    
    First, unpack the Login.mrs in the Interface folder in Gunz. Open up Login.RS.XML. See this somewhere near the bottom? (Note, number won't be 0s)
    
    
    Code:
    <DUMMY name="spawn_solo_101">
    <POSITION>0.0 0.0 0.0</POSITION>
    <DIRECTION>0.0 0.0 0.0</DIRECTION>
    </DUMMY>
    <DUMMY name="camera_pos 02">
    <POSITION>0.0 0.0 0.0</POSITION>
    <DIRECTION>0.0 0.0 0.0</DIRECTION>
    </DUMMY>
    <DUMMY name="camera_pos 01">
    <POSITION>0.0 0.0 0.0</POSITION>
    <DIRECTION>0.0 0.0 0.0</DIRECTION>
    </DUMMY>Copy that and save it somewhere for now. Now, unpack your map that you wanna use as a login map. first of all, change all the important filenames (the BSP, COL, LM, RS, RS.XML, and minimap.xml) so the map name is Login instead of whatever it was before, and rename the folder it's in to login. Now, open up the RS.XML in the new map and scroll toward the bottom. If it has one, delete the spawn_solo_101. Now, the part we copied earlier, paste it into the RS.XML of the new map, in the same area the spawn_solo_blahs are.
    
    Now, here's where the hard/fun begins. Chances are, the part you just pasted in has terrible coordinates and spawn points for the character. Technically you could pack the new login into an MRS and use it as it is, but it would look disgusting. So, here's where the developer mode runnable comes in. Use debug mode (not gonna explain how, just google) and play in debug mode in the map you want as a login with the developer runnable. While ingame, pull up the dev menu (explained at the download) and go where you want in the map. Get your character in the exact position you want it to face and be in the login map. See the direction and coordinates of the character? Put those numbers into the <POSITION> and <DIRECTION> areas of the spawn_solo_101. For the camera it's basically the same thing, just use your character to approximate where you want the camera to start and end and where to face. It's not hard.
    Now just pack it all up into an MRS once you have the coords and directions put in and you should be good to go. Congratulations, you have a custom login map.
    Credits to Maxtraxv3

    i'm pretty sure there's also a video tutorial for it, try to search youtube.
    Last edited by MorpheusZ; 08-02-11 at 12:34 AM.



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