Terminator: Dark Fate - Defiance

Terminator: Dark Fate - Defiance

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Charlie Mar 8, 2024 @ 1:57pm
Cut russian content?
looking through guns.xml and modules.xml there are xml entries for a huge variety of russian vehicles and weapons. were they never added or are they hidden for a future update/dlc?
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Showing 1-15 of 16 comments
cANe Mar 8, 2024 @ 2:07pm 
Probably leftovers from Syrian Warfare. Seems like they lifted a lot of the code
Last edited by cANe; Mar 8, 2024 @ 2:07pm
Originally posted by Charlie:
looking through guns.xml and modules.xml there are xml entries for a huge variety of russian vehicles and weapons. were they never added or are they hidden for a future update/dlc?
wait this game uses XML? Interesting... Maybe I could end up modding it sooner than Intended!
Charlie Mar 8, 2024 @ 2:41pm 
Originally posted by Code Trotter:
Originally posted by Charlie:
looking through guns.xml and modules.xml there are xml entries for a huge variety of russian vehicles and weapons. were they never added or are they hidden for a future update/dlc?
wait this game uses XML? Interesting... Maybe I could end up modding it sooner than Intended!
yeah its easy to change a few things like number of squad members, supply usage, radius of vision and fire, etc. I still have not figured out how to add weapon slots, i.e. autocannon to dozer or rpg to militia squad
Neyreyan_Youtube Mar 8, 2024 @ 3:48pm 
i hope it's the next dlc:) with optimisation
wei270 Mar 8, 2024 @ 4:24pm 
at this point lets just hope there is dlcs, because i don't know if this game did good enough for the company to keep putting more money in.
pRaX Mar 8, 2024 @ 5:35pm 
Originally posted by wei270:
at this point lets just hope there is dlcs, because i don't know if this game did good enough for the company to keep putting more money in.
Yeah same. I'm very worried about that. I'm definitely willing to throw more money at them to get more but it's just not feasable if the game wasn't successful enough for them.
DLC/Expansions most of the time sell even less than the main product.
Last edited by pRaX; Mar 8, 2024 @ 5:36pm
Darth Glorious Mar 8, 2024 @ 6:34pm 
Those assets were from Syrian Warfare
Booba Mar 8, 2024 @ 6:39pm 
Originally posted by Charlie:
Originally posted by Code Trotter:
wait this game uses XML? Interesting... Maybe I could end up modding it sooner than Intended!
yeah its easy to change a few things like number of squad members, supply usage, radius of vision and fire, etc. I still have not figured out how to add weapon slots, i.e. autocannon to dozer or rpg to militia squad
Just copy pasta the entries you want to the appropriate cells of the target squad. The RPG squad has inf_spec_rpg, inf_spec_rpg in the weapon_slots_special cell. That creates the two special slots that default to LAWs. To give them a different weapon, you need to place something like inf_rpg7_item in the inventory_items cell.

gun_mounts_standard, gun_mounts_special and ammunition don't appear to be in use. You can ignore these fields.

It's probably not going to be as easy to swap weapons on vehicles. I haven't tried it myself so I don't know for sure, but I suspect if you try putting a Bradley autocannon on a dozer roof, it will end up with just a barrel, floating somewhere around the vehicle.
Last edited by Booba; Mar 8, 2024 @ 7:07pm
Charlie Mar 8, 2024 @ 7:53pm 
Originally posted by Booba:
Originally posted by Charlie:
yeah its easy to change a few things like number of squad members, supply usage, radius of vision and fire, etc. I still have not figured out how to add weapon slots, i.e. autocannon to dozer or rpg to militia squad
Just copy pasta the entries you want to the appropriate cells of the target squad. The RPG squad has inf_spec_rpg, inf_spec_rpg in the weapon_slots_special cell. That creates the two special slots that default to LAWs. To give them a different weapon, you need to place something like inf_rpg7_item in the inventory_items cell.

gun_mounts_standard, gun_mounts_special and ammunition don't appear to be in use. You can ignore these fields.

It's probably not going to be as easy to swap weapons on vehicles. I haven't tried it myself so I don't know for sure, but I suspect if you try putting a Bradley autocannon on a dozer roof, it will end up with just a barrel, floating somewhere around the vehicle.
doesnt work. first thing I tried days ago. doesnt give them a law, a launcher slot, or ammo for one. fnny enough it does give them a tiny little rpg icon in the corner of their overhead sprite, but no anti tank.
Booba Mar 8, 2024 @ 11:20pm 
Originally posted by Charlie:
Originally posted by Booba:
Just copy pasta the entries you want to the appropriate cells of the target squad. The RPG squad has inf_spec_rpg, inf_spec_rpg in the weapon_slots_special cell. That creates the two special slots that default to LAWs. To give them a different weapon, you need to place something like inf_rpg7_item in the inventory_items cell.

gun_mounts_standard, gun_mounts_special and ammunition don't appear to be in use. You can ignore these fields.

It's probably not going to be as easy to swap weapons on vehicles. I haven't tried it myself so I don't know for sure, but I suspect if you try putting a Bradley autocannon on a dozer roof, it will end up with just a barrel, floating somewhere around the vehicle.
doesnt work. first thing I tried days ago. doesnt give them a law, a launcher slot, or ammo for one. fnny enough it does give them a tiny little rpg icon in the corner of their overhead sprite, but no anti tank.
https://steamcommunity.com/sharedfiles/filedetails/?id=3175948569
Bear in mind the changes don't take effect on the fly. You'll have to complete whatever mission you're on to see the changes affect existing squads, and even then, their actual inventory items won't be overwritten; that field only applies to freshly spawned squads (and only if certain mission parameters don't overwrite the default value: eg, in Nueva Tortuga, defeating the Skulls Gang will equip a militia squad with plasma rifles).

You can test to see if your changes are working more conveniently in skirmish mode.
Last edited by Booba; Mar 8, 2024 @ 11:48pm
Charlie Mar 10, 2024 @ 7:19pm 
Originally posted by Booba:
Originally posted by Charlie:
doesnt work. first thing I tried days ago. doesnt give them a law, a launcher slot, or ammo for one. fnny enough it does give them a tiny little rpg icon in the corner of their overhead sprite, but no anti tank.
https://steamcommunity.com/sharedfiles/filedetails/?id=3175948569
Bear in mind the changes don't take effect on the fly. You'll have to complete whatever mission you're on to see the changes affect existing squads, and even then, their actual inventory items won't be overwritten; that field only applies to freshly spawned squads (and only if certain mission parameters don't overwrite the default value: eg, in Nueva Tortuga, defeating the Skulls Gang will equip a militia squad with plasma rifles).

You can test to see if your changes are working more conveniently in skirmish mode.

this is what I had in the humans.xml and it doesnt pop up the law slot.
https://gyazo.com/eb2c4f768380c968e81ec1c0a0dcce94
Last edited by Charlie; Mar 10, 2024 @ 7:20pm
Booba Mar 10, 2024 @ 8:40pm 
Originally posted by Charlie:
Originally posted by Booba:
https://steamcommunity.com/sharedfiles/filedetails/?id=3175948569
Bear in mind the changes don't take effect on the fly. You'll have to complete whatever mission you're on to see the changes affect existing squads, and even then, their actual inventory items won't be overwritten; that field only applies to freshly spawned squads (and only if certain mission parameters don't overwrite the default value: eg, in Nueva Tortuga, defeating the Skulls Gang will equip a militia squad with plasma rifles).

You can test to see if your changes are working more conveniently in skirmish mode.

this is what I had in the humans.xml and it doesnt pop up the law slot.
https://gyazo.com/eb2c4f768380c968e81ec1c0a0dcce94
Ah! You need to edit the "squads" table.

C:\Program Files (x86)\Steam\steamapps\common\Terminator Dark Fate - Defiance\basis\scripts\species\squads.xml
Last edited by Booba; Mar 10, 2024 @ 8:44pm
Charlie Mar 10, 2024 @ 9:41pm 
Originally posted by Booba:
Originally posted by Charlie:

this is what I had in the humans.xml and it doesnt pop up the law slot.
https://gyazo.com/eb2c4f768380c968e81ec1c0a0dcce94
Ah! You need to edit the "squads" table.

C:\Program Files (x86)\Steam\steamapps\common\Terminator Dark Fate - Defiance\basis\scripts\species\squads.xml
that was what I edited XD
https://gyazo.com/8e232545b9496c76ab4f934540a8143a

guess it doesnt work if you only want one slot? idk.
Last edited by Charlie; Mar 10, 2024 @ 9:42pm
Booba Mar 10, 2024 @ 10:19pm 
Originally posted by Charlie:
Originally posted by Booba:
Ah! You need to edit the "squads" table.

C:\Program Files (x86)\Steam\steamapps\common\Terminator Dark Fate - Defiance\basis\scripts\species\squads.xml
that was what I edited XD
https://gyazo.com/8e232545b9496c76ab4f934540a8143a

guess it doesnt work if you only want one slot? idk.
Weird! It definitely works with just one RPG; I just tested. And you seem to have everything entered correctly. Does the RPG soldier you added appear in the squad preview? What about other changes to other squads?
Charlie Mar 10, 2024 @ 10:24pm 
Originally posted by Booba:
Originally posted by Charlie:
that was what I edited XD
https://gyazo.com/8e232545b9496c76ab4f934540a8143a

guess it doesnt work if you only want one slot? idk.
Weird! It definitely works with just one RPG; I just tested. And you seem to have everything entered correctly. Does the RPG soldier you added appear in the squad preview? What about other changes to other squads?

I dsunno, I can send you the xml if youd like to look but it has me stumped LOL it might be the rpg trooper
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Date Posted: Mar 8, 2024 @ 1:57pm
Posts: 16