EDIT: The mod's usage stats make me wonder if folks might be skipping it out of uncertainty about the config they'd want.
If that might actually be the case, I'm going to write out an overly detailed explanation here if could be helpful:
1) First, you should have your weapon loadout ready.
We'll use this loadout as the example through the following steps: Slot 1 - Pistol, Slot 2 - Shotgun, Slot 3 - Assault Rifle, Slot 4 - Sniper Rifle.
2) Next, keep in mind that this mod refers to Pistols and SMGs as "P", and the other weapon types as "R".
3) Now, let's look at how the first combination, that is "P:AH-R:AS" (broken down as P:AH, and R:AS) would work for us.
a) The weapon in Slot 1 is the first weapon that the mod will map.
b) That weapon in our current example is a Pistol.
c) P:AH means that Pistols will be holstered on the Ass and Hips (that is, left ass, then right ass, then left hip, and then right hip, in that order).
d) So, the Pistol will be holstered on the left ass.
Next,
e) The weapon in Slot 2 is the second weapon that the mod will map.
f) That weapon in our current example is a Shotgun.
g) R:AS means that the non-Pistol/SMG weapons will be equipped on the Ass and Shoulders (that is, left ass, then right ass, then left shoulder, and then right shoulder, in that order).
h) Since the Pistol is holstered on the left ass, that slot is occupied, and we'll move on to the next available slot, which is the right ass. So, the Shotgun will be holstered on the right ass.
Next,
i) The weapon in Slot 3 is the third weapon that the mod will map.
j) That weapon in our current example is an Assault Rifle.
k) Based on g) above, and the fact that the ass is now unavailable, we'll move on to the next available slot, which is the left shoulder.
l) So, the Assault Rifle will be holstered on the left shoulder.
Lastly,
m) The weapon in Slot 4 is the fourth weapon that the mod will map.
n) That weapon in our current example is a Sniper Rifle, which will be holstered on the only remaining slot in this combination, which is the right shoulder.
4) So, the holstering will be as follows: Pistol - Left Ass, Shotgun - Right Ass, Assault Rifle - Left Shoulder, Sniper Rifle - Right Shoulder.
With that understood, the abbreviations should hopefully be sensible, and users should be able to look at the pictures and descriptions conveniently included with each mod combination to decide which one matches their specific requirements.
im only using 3 weapons. would it be possible to get an order to go like this. Pistol on the left hip. assault rifle on the left shoulder shotgun on the right ass and sniper i guess on the right shoulder if i use on
what do i do if i want... 1. pistol on right hip 2. shotgun left ass 3. rifle right shoulder
seems non of them allow for this also the slots mix around if you skip equipping in 1 or 2 slots very confusing wish it was all locked in place, if i only use slot 3 it should work as described instead the weapon seems to go random
maybe HolsterRemapping_Pistols-ass-hips_Rifles-ass-shoulders first equip shotgun, then 2 pistols, then rifle, then remove 1 pistol from ass? %) but yeah... there is such option :(
Doesn't seem to be working anymore. I get the following error with Frosty 1.0.5.7:
Value cannot be null. Parameter name: buffer
at System.Security.Cryptography.HashAlgorithm.ComputeHash(Byte[] buffer) at FrostySdk.Utils.GenerateSha1(Byte[] buffer) at Frosty.ModSupport.FrostyModExecutor.<>c__DisplayClass29_0.<Run>b__0() at System.Threading.Tasks.Task.Execute() --- End of stack trace from previous location where exception was thrown --- at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw() at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task) at Frosty.ModSupport.FrostyModExecutor.<Run>d__29.MoveNext() --- End of stack trace from previous location where exception was thrown --- at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw() at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task) at FrostyModManager.MainWindow.<launchButton_Click>d__13.MoveNext() --- End of stack trace from previous location where exception was thrown --- at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw() at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs) at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
Well that was easy. I downloaded the latest Frosty Editor (1.0.5.7 as well), loaded the project, didn't touch anything just exported as a mod, and the new file works.
you can use: Pistols-hips-ass_Rifles-hips-shoulders or Pistols-ass-hips_Rifles-ass-shoulders it's all depending from what you put on first slots there is just one file with two parameters to edit, easy enough
I tried and it looks like nothing I can do with it everything looks OK, I'm think it is hardcoded bug here some reference info if someone interested: Game/Settings/Keybindings/ContactKeybindingsList Keybinds: #23 KeybindConcept: -2109806781 Game/Configurations/Input/SoldierInputMapping Mappings: #132 ConceptIdentifer: -2109806781 ActionIdentifer: 1515480913 game/configurations/input/contactentryinputbindings EntryInputActionIndexPairs: #142
21 comments
EDIT: The mod's usage stats make me wonder if folks might be skipping it out of uncertainty about the config they'd want.
If that might actually be the case, I'm going to write out an overly detailed explanation here if could be helpful:
1) First, you should have your weapon loadout ready.
We'll use this loadout as the example through the following steps: Slot 1 - Pistol, Slot 2 - Shotgun, Slot 3 - Assault Rifle, Slot 4 - Sniper Rifle.
2) Next, keep in mind that this mod refers to Pistols and SMGs as "P", and the other weapon types as "R".
3) Now, let's look at how the first combination, that is "P:AH-R:AS" (broken down as P:AH, and R:AS) would work for us.
a) The weapon in Slot 1 is the first weapon that the mod will map.
b) That weapon in our current example is a Pistol.
c) P:AH means that Pistols will be holstered on the Ass and Hips (that is, left ass, then right ass, then left hip, and then right hip, in that order).
d) So, the Pistol will be holstered on the left ass.
Next,
e) The weapon in Slot 2 is the second weapon that the mod will map.
f) That weapon in our current example is a Shotgun.
g) R:AS means that the non-Pistol/SMG weapons will be equipped on the Ass and Shoulders (that is, left ass, then right ass, then left shoulder, and then right shoulder, in that order).
h) Since the Pistol is holstered on the left ass, that slot is occupied, and we'll move on to the next available slot, which is the right ass. So, the Shotgun will be holstered on the right ass.
Next,
i) The weapon in Slot 3 is the third weapon that the mod will map.
j) That weapon in our current example is an Assault Rifle.
k) Based on g) above, and the fact that the ass is now unavailable, we'll move on to the next available slot, which is the left shoulder.
l) So, the Assault Rifle will be holstered on the left shoulder.
Lastly,
m) The weapon in Slot 4 is the fourth weapon that the mod will map.
n) That weapon in our current example is a Sniper Rifle, which will be holstered on the only remaining slot in this combination, which is the right shoulder.
4) So, the holstering will be as follows: Pistol - Left Ass, Shotgun - Right Ass, Assault Rifle - Left Shoulder, Sniper Rifle - Right Shoulder.
With that understood, the abbreviations should hopefully be sensible, and users should be able to look at the pictures and descriptions conveniently included with each mod combination to decide which one matches their specific requirements.
I would be surprised if it worked...
1. pistol on right hip
2. shotgun left ass
3. rifle right shoulder
seems non of them allow for this also the slots mix around if you skip equipping in 1 or 2 slots very confusing wish it was all locked in place, if i only use slot 3 it should work as described instead the weapon seems to go random
HolsterRemapping_Pistols-ass-hips_Rifles-ass-shoulders
first equip shotgun, then 2 pistols, then rifle, then remove 1 pistol from ass? %)
but yeah... there is such option :(
Value cannot be null.
Parameter name: buffer
at System.Security.Cryptography.HashAlgorithm.ComputeHash(Byte[] buffer)
at FrostySdk.Utils.GenerateSha1(Byte[] buffer)
at Frosty.ModSupport.FrostyModExecutor.<>c__DisplayClass29_0.<Run>b__0()
at System.Threading.Tasks.Task.Execute()
--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
at Frosty.ModSupport.FrostyModExecutor.<Run>d__29.MoveNext()
--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
at FrostyModManager.MainWindow.<launchButton_Click>d__13.MoveNext()
--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
and the project files work?
can't check it right now..
Thanks for the tip! And the mod, obviously :)
I will re-export it later if I don't forget
Pistols-hips-ass_Rifles-hips-shoulders
or
Pistols-ass-hips_Rifles-ass-shoulders
it's all depending from what you put on first slots
there is just one file with two parameters to edit, easy enough
everything looks OK, I'm think it is hardcoded bug
here some reference info if someone interested:
Game/Settings/Keybindings/ContactKeybindingsList
Keybinds: #23
KeybindConcept: -2109806781
Game/Configurations/Input/SoldierInputMapping
Mappings: #132
ConceptIdentifer: -2109806781
ActionIdentifer: 1515480913
game/configurations/input/contactentryinputbindings
EntryInputActionIndexPairs: #142