Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 2018/11/04)[message #317593]
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Sat, 20 April 2013 17:14
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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New Thread for discussions and bug reporting for Alrulco Folding Stock and to announce release of...
Alrulco Folding Stock v4.40 20130420 (Full)[/b]</font>
Available From:[/b]
<a href="http://www.mediafire.com/?a7mx9g0f5l1tpxp]MediaFire</a>
<a href="http://www.moddb.com/downloads/arulco-folding-stock-v447-20130719-full]ModDB</a>
<font size="">System Requirements:
1) Legally purchased copy of Jagged Alliance 2, preferably installed somewhere mod friendly. ie. NOT any folder including the phrase: Program Files (x86)
2) Development version of Jagged Alliance 2 v1.13
[Updated on: Mon, 05 November 2018 07:54] by Moderator Report message to a moderator
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Re: Alrulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #322706]
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Sun, 14 July 2013 15:20
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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TeapotAll of the metal storm weapons cannot be reloaded or used Which Metal Storm guns (2x across 2x Metal Storm Calibres) or Launchers (3x, all using same grenades) or actually all five weapons? I checked the stats for the Surf Zone, all seems as it should be - what do you mean by cannot be "used" specifically? Same for its ammo, everything seems ok in the XML's.
TeapotThe game crashes whenever you try to detach the LE lower (the non select fire lower) from any AR upper when things like bolt and and rate reducer are installed. Will check later
TeapotThe korak laser is deleted when attached to a russian scope after you press the remove all attachments button in strategic inventory. Known issue - related to nested/recursive NAS attachments being removed by that command, see: Above earlier post.
TeapotWhen setting mercs to repair duties they remove the repair kit out of their hands within the first half hour of repair.
Do you or anyone else get the same behaviour out of stock v1.13?
TeapotMP5 SD with the retractable stock cannot be retracted
Fixed
TeapotI get a lot of crashes and slowdowns during milita auto battles.
TeapotI tried using the tacticool fn mini stock upgrade and it just attached to the stock slot and isn't doing anything.
Fixed
Teapotusing tripwire crashes the game
Will check later
TeapotThere is no militia upkeep
as wsmithjr2013 said, I have it set to 0. You may edit as you want - this feature shouldn't cause any issues with the mod though it has never been tested.
TeapotEdit: Scope changing for advance reflex may need additional status icons. For instance, if you have a scope attached the reflex icon may be showing but you wont get the benefit or drawbacks unless you press "." But when you press this, there's nothing to indicate which scope you are using unless you watch the general tab for stats to change. I think I get where everyone is getting confused - the ARS magnifiers are not classed as scopes in-game. Instead they are meant to attach onto the ARS to give it NCTH magnification properties - meaning the reflex indicator is correct. You cannot "switch" to the magnifier from the ARS, and for that matter the ARS blocks iron sights so when it is attached the only choices should be fire from the hip and using the ARS.
The ARS was introduced very early, before item transforms made it somewhat obsolete (variable power scopes) and the scope magnification display feature.
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Re: Alrulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #322712]
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Sun, 14 July 2013 18:05
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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[quote=E1vS]wil473
TeapotWhen setting mercs to repair duties they remove the repair kit out of their hands within the first half hour of repair.
Do you or anyone else get the same behaviour out of stock v1.13?
E1vSyes, I have same issue in this mod and did not see it in unsable 1.13, somewhat same thing happens when your are in hospital in cambria merc keep saying that he is done every half our or something like even if other mercs still wounded Ok, this one is a mystery to me...
E1vSI am not sure if this is a bug or not - you cannot set movement restrictions (red, yellow, green flags) for mobile militia in map view. That's something that should be toggled on/off in the INI. I remember adjusting it for UC-1.13, don't think I did in AFS, and not sure what it is in stock v1.13.
E1vSIs there any chance to change number of bullets per burst fire in trigger group? Why?
EDIT:
TeapotThe game crashes whenever you try to detach the LE lower (the non select fire lower) from any AR upper when things like bolt and and rate reducer are installed.
Fixed - lowers in AFS and DL-1.13 were not updated to the new (N)CAP scheme. Loaded up an AR with attachments and it divided attachment between upper and lower as I wanted in DL-1.13 (will check AFS during final testing, but I found/fixed the error in Notepad++ by copying items over from UC-1.13 for both child mods).
[Updated on: Sun, 14 July 2013 18:10] by Moderator Report message to a moderator
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Re: Alrulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #322713]
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Sun, 14 July 2013 18:50
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Elvis_A |
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Messages:282
Registered:December 2012 Location: exUSSR |
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[quote][quote=wil473]E1vSwil473
TeapotWhen setting mercs to repair duties they remove the repair kit out of their hands within the first half hour of repair.
Do you or anyone else get the same behaviour out of stock v1.13?
E1vSyes, I have same issue in this mod and did not see it in unsable 1.13, somewhat same thing happens when your are in hospital in cambria merc keep saying that he is done every half our or something like even if other mercs still wounded Ok, this one is a mystery to me...
E1vSI am not sure if this is a bug or not - you cannot set movement restrictions (red, yellow, green flags) for mobile militia in map view. That's something that should be toggled on/off in the INI. I remember adjusting it for UC-1.13, don't think I did in AFS, and not sure what it is in stock v1.13.
E1vSIs there any chance to change number of bullets per burst fire in trigger group? Why?
EDIT:
TeapotThe game crashes whenever you try to detach the LE lower (the non select fire lower) from any AR upper when things like bolt and and rate reducer are installed.
Fixed - lowers in AFS and DL-1.13 were not updated to the new (N)CAP scheme. Loaded up an AR with attachments and it divided attachment between upper and lower as I wanted in DL-1.13 (will check AFS during final testing, but I found/fixed the error in Notepad++ by copying items over from UC-1.13 for both child mods).
4 bullets in burst fire=theoritically more chance to hit =)
2 bullets = less AP =)
I did not see An 94 Abakan in this mod yet, but in real life first 2 bullets have 1800(!) ROF
About mobile militia - I put everything TRUE in INI editor/ Mobile Militia Movement Settings - still no results. Do I need to start new game?
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Master Sergeant
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