Re: Era / Kit[message #266259]
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Thu, 04 November 2010 07:46 
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ctiberious |
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Messages:605
Registered:March 2007 |
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I hope I'm actually posting this in the right location. Anyway, I started a new game using the latest beta build so I'm getting my first look at the New Attachment System. I tend to outfit my IMPs with above average equipment right from the start which is why I noticed this right off. I gave my IMP an FN SCAR-L SV. Supposedly it should be able to support an ACOG 4x or an ACOG Combo 4x scope. I'm trying to mount the combo version but no place in NAS will allow it. I double checked the valid attachments through the xml editor and Item 1004, "ACOG Combo 4x", is valid for this rifle. So then I opened up AttachmentSlots.xml and I notice there is never a reference to usAttachmentIndex=1004. I'm wondering if this is simply an oversite since NAS is still in Beta?
I'm also kinda curious about the way the NAS works. It looks as if each attachment slot is dedicated to specific attachments based on a specific type of weapon. For example, I see 17 different attachment slots that relate to silencers, suppressors, duckbill and chocks. I also see 5 slots dedicated to laser sights, 7 slots that deal with grips & bipods, and 22 slots dedicated to scopes. And it seems that NAS overrides Attachment.xml file meaning any new attachments have to be added to at least two locations (once in attachments.xml and at least once in attachmentslots.xml) I'm curious why you don't go with generic slots that determine valid attachments through the existing attachments.xml file?
For example: Rather then having the FN SCAR-L SV use uiSlotIndex=56 for it's scope slot, why not have a generic "scope slot", with all scopes listed as valid, then use attachments.xml to determine which scopes actually can be use by each gun. Basically both conditions have to be true before an item can be attached to a certain location:
IF(attachmentslot==AttachmentItem && attachment==gunItem) THEN allow attachment.
I'm hoping that makes sense the way I've written it. It just seems silly to have 22 different slots just for scopes.
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Re: Era / Kit[message #266542]
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Tue, 09 November 2010 13:38 
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RRT_877 |
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Messages:59
Registered:May 2010 |
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Hi, I'm current in a short break play and I found some litte.
The machete, should fit on the players Back.
The Spear RBA has a desert camo but no camo bonus.
%Edit
Why, ballistic goggles don't fit on the ballcap?
%Edit
Why, is the Glock 18 Assault a one handed weapon?
%Edit
Why does the SAF Silcencia's big picture show an aimpoint but the small pic not?
%Edit
Why did you choose this ugly image of the fore grip, the old one was better.
%Edit
Why it the Pademptly of the XM8R, "0"?
%Edit
The C8A1 Pic shows an Elcan, but it don't has one.
%Edit
Why has the M3 Carbine a different single shot sound then the M1A1 Carbine?
%Edit
The M9 bayonet does not fit on all it's real compatible rifles, yet.
/Edit
I reworkes the EnemysItemChoise.XML and the Damadge GunChoise.XML
You can get them in the newest version of the ChoiseCollection 3.1.
http://www.esnips.com/doc/be4fedcb-f918-46a2-9df7-d103ecd4f3c9/ChoiseCollection3-1
Have fun, give feedback and feel free to change / use and re publish theses files.
[Updated on: Fri, 12 November 2010 23:40] by Moderator Report message to a moderator
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Corporal
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Little Bug Report[message #267591]
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Tue, 30 November 2010 13:14 
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RRT_877 |
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Messages:59
Registered:May 2010 |
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The Arisaka's muzzleflash is not as visible as on other ww2 rifles, be cause of its long barrel and low propelling charge.
Fix: Add this line:
to the Arisakas items.xml Entry ( Line 32740 ).
The Lee-Enfield No.5 aka the Jungle Carbine, brings a default flash hider.
Fix: Add this line:
to the Lee-Enfield No.5's items.xml Entry ( Line 32369 ).
The Multicam Ballcap should get a sight bonus in day light.
Fix: Add this lines:
To the Multicam Ballcap's items.xml entry ( Line 42848 ).
The UK Mk2 Helmet should get a sight bonus in day light.
Fix: Add this lines:
To the UK Mk2 Helmet items.xml entry ( Line 44488 ).
The CCE Boonie should get a sight bonus in day light.
Fix: Add this lines:
To the CCE Boonie items.xml entry ( Line 19728 ).
The Hat should get a sight bonus in day light.
Fix: Add this lines:
To the Hat's items.xml entry ( Line 6346 ).
The M14 w. FoldStock should get a Marksman 4x20 instead of an Aimpoint.
Fix: Change the following Line:
In the M14 w. FoldStock's items.xml entry ( Line 28634 ).
Nadelunchers, with pistol grips should get a small BurstToHitBonus / AutoFireToHitBonus.
First the GP-30 and GP-25 ( Built-in ) shoulg get a bonus of 3.
Fix: add the following line:
To the GP-30's ( uiIdex 904 / Line 21794 ) and the GP-25's ( uiIndex 911 / Line 22008 )
[Updated on: Thu, 09 December 2010 00:55] by Moderator Report message to a moderator
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Corporal
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Re: DBB's Instruments of Violence mod 914[message #271433]
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Thu, 27 January 2011 03:53 
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howareyou32 |
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Messages:424
Registered:March 2009 Location: New York, New York |
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Oh, they are too good to miss, very additive too. I am playing it nonstop for few days already, I think it actual damage my body a bit.....
Hey, lockie, how is the pain? If it is too much, smoke something something, it is natural and actually help you body. But, try not to take the pharma pain killers, cause they will give you more pain in the end.
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Master Sergeant
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Re: DBB's Instruments of Violence mod 914[message #271439]
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Thu, 27 January 2011 04:10 
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codeine is very very addictive.
The acetaminophen destroys the liver.
You are better off growing your opium to extract codeine.
At least that is natural.
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Ballistic Computer![message #272244]
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Thu, 03 February 2011 01:24 
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Ethereal |
Messages:2
Registered:January 2011 Location: NYC |
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HLTVthermal imager: put it in your hand and use it like binos
ballistic computer: attach it to a 24x scope, then attach an AN/PEQ-2 to the whole thing.
ready mag: attach it to AR15 type rifle, makes it cost less APs to reload.
supposedly it should be able to carry a STANAG on your rifle receiver, but as of now you only have 4 slots for attachments. until new attachment system come out this will have to do.
Well lets see if I post this in a forum close to the right one; apologies in advance if I blow it. 
I attached the a ballistic computer to my Sako TRG 42 sniper rifle and had the joy of watching the to-hit modifier drop from +22 to -40; the DOS 4.0 effect. I look inside the ballistic computer and find attachment slots and fool around, waste few hours looking for attachments. No good. So, I come to Bear's Pit and see the above post. Hmm...Ballistic computer, check...AN/PEQ-2A, check....24x scope...HUH? Okay, where do I find a 24x scope? Oh, wait...I'm not playing Instruments of Violence, I'm just using STOMP/HAM - does it still work, or maybe it got included? Thermal Imager sounds like fun, I might have to modify again to get that item.
BTW, I've been playing JA2 a long time (started back when JA:DG was current), and I must say nothing is better than JA2 for putting me in my place. I used to think of myself as a decent tactician and strategist. Then I started reading the forums here and realized I have no imagination and few skills. Hubris--->Ate. OTOH, I have learned a heck of a lot here (starting with various ways of surviving the Drassen Counter Attack). So, thank you to all the developers, testers, players, admins, and all the rest. This duffer appreciates it.
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Civilian
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Re: Ballistic Computer![message #273668]
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Wed, 16 February 2011 03:31 
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dinglehopper |
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Messages:134
Registered:January 2008 |
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Just to let others know, I tried this on the current Tais SCI with sci-fi turned off, and it crashed as soon as you went underground, including to talk to miguel for the first time.
So, at least for now, lets call this unplayable.
DH
[Updated on: Thu, 17 February 2011 04:46] by Moderator Report message to a moderator
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Sergeant
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