jkas789, on 21 December 2023 - 08:30 PM, said:
If the problem is the scripting then short answer is maybe. Long answer is (and I'm sure @dwtietz who has more experience in con scripting will correct me) that afaik some of the mods don't really mess with actual weapon code. At the very least Ion Shotgun doesn't, again AFAIK. So in theory the Ion Shotgun should just be a "straight forward" sprite and sounds swap. Or at least as straight forward as creating new sprites, voxels and sounds can be. What Yij did for Ion Shotgun was make the new art + voxles + sounds and then replaced them in game via def file. And given that Aftershock adds new sprite states for the Shotgun I expect Yij would at least want to update the selector screen of the Ion Shotgun.
The problem is in Ion Ingram and the other Uzi replacers (again, AFAIK) as this ones do mess with weapon.con. While Ion Fury has a very well commented weapon con file, I'm sure it will take a while to code in the correct behaviour + testing.
Either wait for YijArt to do it, pay someone on Fiver to do it for you or learn to mod IF.
Oh, I wish it were as simple as just a straight forward swapping of tiles via def. While that is how Yij's original versions of the individual mods (
each weapon type was it's own mod) basically worked, my bundling of the mods together don't work in the same way, and they don't replace the game's original weapon skins via def. All of YijArt's weapon skins exist in this mod with unique tile numbers of their own that don't replace the game's original art. Changing of the weapon skins between the game's original art or any of YijArt's variants is then handled via script modifications so that the game knows which weapon skin and sounds to use. Aftershock's weapon code appears to be quite different compared to v2.x as there were several updates made to the base game's code between these versions so I had a few extra quirks and bugs to iron out here while migrating his weapons over to Aftershock compatibility.
Another complication is that the keyboard key that I used for opening and closing the weapon changing menu in v2.x is now used for the Photomode in Aftershock, so I had to completely re-write that section so that the same key could be used for accessing both the Photomode menu and the YijArt weapon skins menu.
I also had to make a modified version of all of his weapon skin tiles to accommodate the Golden Gun mode, and to some extent the new alternate firing modes, which was a bit of a challenge (
for someone that isn't particularly the greatest at art manipulation). Lastly, I had to revamp the code that displays the weapon wheel on the right hand of the screen to support the new modes of operation along with the new weapons in Aftershock that didn't exist in v2.x
Needless to say, it was actually a lot of work to get this going in Aftershock, but it was worth it.