Are you curious about how to switch up the weapons your infantry squad uses in Terminator: Dark Fate – Defiance? Look no further! In this guide, we’ll walk you through the process step by step. Don’t worry, it’s easier than it sounds! Let’s get started.
The basics
https://steamcommunity.com/sharedfiles/filedetails/?id=3169386393
Personally, I’m using notepad++ for this guide, but I think the basic idea is easy to follow if you use something else.
Anyway, if you’ve already done the opening stuff, you need to open the “squads.xml” file. This is what determines how the infantry work. Everything from supply usage, what weapons they can use, even what specific models make up your unit of pixel men.
Arming your boys
<Cell><Data ss:Type=”String”>inf_rifles_AR15</Data></Cell>
<Cell><Data ss:Type=”String”>inf_spec_rpg, inf_spec_rpg</Data></Cell>
<Cell><Data ss:Type=”String”>inf_rpg7_item,inf_rpg7_item</Data></Cell>
<Cell ss:StyleID=”s67″><Data ss:Type=”String”>ammo_556 inf_rpg7heat</Data></Cell>
These will be located near the bottom of each infantry unit’s code section, the bottom one being four cells from the last cell in the case of the RPG squads.
The first line determines their primary weapon that every man in the squad is equipped with by default (Your Assault Rifles, Shotguns, and SMGs)
The second line is for adding special weapons, your RPGs, machineguns, etc. As shown above, the weapons are added on a 1:1 basis: one “inf_spec_rpg” equals one RPG for the squad.
The third line is for giving the squads a specific kind of weapon; RPG-7 and SMAW’s, 50. cal snipers, that kind of thing.
IMPORTANT: Unless you want to, adding the inf_spec_”insert weapon here” codes in the first line will equip ALL members of the squad with that weapon. This means you can have your militia squad armed entirely with LMGs. While it’s hilarious to mow down unsuspecting enemies in skirmish with that, I wouldn’t recommend doing so as they burn through their ammo really quickly in my experience.
The fourth and final line is for your weapons ammo. I’m not sure how important these are since I’m assuming the game has to have a means of automatically handling these, and also because I gave founder ATGM teams assault rifles but forgot to add in the 556 ammo code and there hasn’t been any problems on my end. If anyone reports back to me that this is important, I’ll add it in.
Speaking of militia, let’s use them for showing how this works.
First, find the squad code: hit control ctrl+f in your xml editor of choice, and type in “Res_militia”. you’ll find it it no time.
Scroll down until you find those cell line shown above. If you hit “Res_rpg_squad” directly below it, you went too far down. Their undedited code should look something like this:
<Cell><Data ss:Type=”String”>inf_rifles_AR15</Data></Cell>
<Cell ss:Index=”28″ ss:StyleID=”s67″><Data ss:Type=”String”>inf_ar15</Data></Cell>
You will notice there are only two lines of code here because default militia only use assault rifles. In this case simply copy the second line cell from the RPG squad here or directly below the militia code in the file viewer, then paste it between these two codes. Do the same thing with the RPG squads fourth line of code since they use the same default primary.
Congratulations: you have now given your militia squad two RPG slots to use. If you want to give them something else, the codes for special weapons and ammunition are available in the section below for organization’s sake.
The weapon codes
inf_pistols (For pistols/ MP5 smgs)
inf_rifles_AR15 (For default AR15 slot)
inf_rifles_AK (For default ar slot with AK47) This is what the Cartel squads use for their AKs. Note there isn’t any in game blurb describing these weapons.
inf_shotguns (For shotgun slots)
inf_hg (Gives frags)
inf_sg (Gives smokes)
inf_c4 (Gives C4) Not sure if just giving it to squads allows them to actually use. Don’t see why it wouldn’t but Idk for sure
Special Weapons (Second Slot):
inf_spec_machinegun (For LMGs)
inf_spec_rpg (For RPGs)
inf_spec_sniper_rifle (For sniper rifles)
inf_spec_40mmGL (for grenade launcher)
inf_spec_atgm (For ATGM)
inf_spec_mounted_weapon (For heavy weapons like miniguns and recoiless rifles)
Specific weapons (Third slot):
According to someone else on Nexus, if you add the weapon slot in the second line but don’t add a specific weapon in the third, the game will give the default weapon.
inf_ak47 (Default Cartel rifle)
inf_m4
inf_NGSW-R
inf_plasma_rifle
inf_minimi (Default MG)
inf_LWMMG
inf_plasma_mg
inf_rpg7
inf_smaw
inf_m2010 (Default sniper rifle, same deal as the default LMG)
inf_barret
inf_mounted_hmg (default heavy weapon)
inf_laser_sniper
inf_javelin (ATGM Slot)
inf_hand_gl (Grenade Launcher Slot)
inf_plasma_shotgun
Ammunition (Fourth slot):
Will add if necessary
Misc:
inf_emp_grenade:2 (Gives EMP grenades) [These look like they need to be put in their own line of code beneath the fourth cell line, this is the only instance of these I can seem to find in the code.]
Dress for success
Going back to the top of the militia squad (same file), take a look at the second line of code: you should see “Res_militia_01, Res_militia_02, Res_militia_03,,, Res_militia_08”. This line of code is what tells the game the specific models that are used for the infantry squad. To change it, simply copy whichever model name you want to use and paste in place of the one you want to replace. Swap some miltiamen for some marauder models, turn your resistance heavy squad into a cartel heavy squad, your options are endless.
IMPORTANT: Taking the +1 squad size perk appears to reset the models for the squad. There is however a way to fix this: Larger squads use their own model pool separate from the one in the “squads.xml” file, which is located in the “squad_upgrades.xml” file. Open that one, then simply do as stated above.
Credits
In the comments section for providing the information on how to do this. I just figured I’d put it on here since nobody else seems to have, and gave more information as necessary.
I’ll add more to this guide if I find anything else that isn’t already in a guide.
And that wraps up our share on Terminator: Dark Fate – Defiance: Edit infantry squad weapons. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by Littleman, who deserves all the credit. Happy gaming!