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Common AFS/DL-1.13/UC-1.13 Weapons & Items FAQ[message #323256] Fri, 26 July 2013 02:53 Go to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Common AFS/DL-1.13/UC-1.13 Weapons & Items FAQ

Index
Lists
Advance v1.13 features
New Attachment System
New CTH
Folding Stock System (v4)
Multi-Calibre:
AR Receiver System (v2)
AR Pistols
Special Weapons
Attachments
Armour
Item Creation (Contains Spoilers)

[Updated on: Thu, 15 January 2015 01:58]

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Re: Common AFS/DL-1.13/UC-1.13 Weapons & Items FAQ[message #323257] Fri, 26 July 2013 02:54 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
In-Mod Weapon List as of 2016/11/09
(v4.6x Experimental 9 and beyond)

I've removed duplicates needed for Map Compatibility, Folding Stock System, Multi-Calibre, and upgrade kits. It still amounts to over 500 separate weapons. Weapons that include their own calibre conversion kits as default attachments have their alternate forms indented.

Pistols
Toggle Spoiler


Machine Pistols:
Toggle Spoiler


Sub-Machineguns
Toggle Spoiler


Rifles
Toggle Spoiler


DMR, AMR, and Sniper Rifles
Toggle Spoiler


Assault Rifles (including Short Barrel Rifles, and Very Short Barrel Rifles
Toggle Spoiler


(Light)Machine Guns and Automatic Rifles
Toggle Spoiler


Shotguns
Toggle Spoiler


Launchers
Toggle Spoiler

[Updated on: Wed, 09 November 2016 17:15]

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Re: Common AFS/DL-1.13/UC-1.13 Weapons & Items FAQ[message #323258] Fri, 26 July 2013 02:58 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
v1.13 Features Used (and Abused) to create This Mod

Headrock's Item Transformations
• Items that may be transformed into another item (index) have a sprocket shaped icon in the upper right corner of the item description (Big) image - clicking on this icon will bring up a menu listing all possible item transformations.

Folding Stock System (v4)
AR Upper Receiver System (v2)
Multi-Calibre Systems (All of them)


Micro AR to Pistol AR Conversion
• MAR rifles may be converted into PAR pistols via the item transformation menu
• the normally inseparable/replaceable stock attachment is dropped into inventory in the process

Variable Power Scopes
• some scopes may have their NCTH magnification power adjusted via the item transformation menu
• on scopes with more than two settings, AP costs reflect adjusting past any magnification levels in between the start and chosen magnification


Real Exploding Ammunition
• several ammotypes produce an in-game explosive effect on impact
• some examples are: FRAG-12 (grenade), incendiary, and tear gas shotgun shells,
• this feature is also used to allow the HK XM25 and QLZ-87B grenade launchers to be portrayed in-game as direct fire (gun-type) weapons
• presently stock v1.13 is not using this feature to any great extent


Variable PItems (beyond 3)
• All item graphics specific to this mod have been moved to P4-P6 Item graphic libaries


JMich's Variable Item Sizes
• This mod uses a 240 item size system


Madd Mugsy's (New) Common Attachment Framework
• This mod has a different (and incompatible with stock v1.13) implementation of this feature


Flugente's (started by JMich) Under Barrel Weapons
• the in-game fire mode selector (formerly: single/burst/auto/grenade) now can also select an attached gun-type weapon and cycle through its fire modes - Hint: the "B" key
• In addition to attachable shotguns and other guns, this feature is used to implement multiple caliber guns, such as the Saco Crossfire Mk1 and selectable magazine weapons such as the Truvelo Neostead


Madd Mugsy's repurpose of the inseparable attachment tag to have a Replaceable option

Modular Stock System (v2)
• all modular stocks are now Replaceable
• under v2, all in-built penalties to modular stock weapons missing a stock item have been removed. A modular stock weapon, without a stock is treated as a gun with a "plain" fixed stock. Similarly, modification stats for the modular stocks have been adjusted to reflect this:
- AR-15 Fixed Stock: no modification of stats
- AR-15 Telescopic Stock: AP Reductions for To-Hit penalties (see below for NCTH effects)
- AR-15 Precision Stock: General AP Reduction and To Hit Bonuses, including extra Bipod/Prone bonus (see below for NCTH effects)


Flugente's Overheating Weapons
• mod uses its own system of overheating weapons values
• "Quick Change" LMG barrels now use this feature instead of simple averaging of stats via a merger


Flugente's Externally fed machineguns
• ammunition belts are now belt segments of either 40 or 50 rounds (mostly 50 except for 7.62x51mm to allow for 50 round drum magazines)
• LMG that can only be fed by belt in-game will use these belt segments as their base capacity
• LMG with optional magazine feed will have the magazine feed as its base capacity


DepressiveBrot's Attachment Based Modular NIV Pockets
• this mod's Modular Load Bearing Equipment (M-LBE) system (v2) uses this feature
• presently stock v1.13 is not using this feature to any great extent


Flugente's Rifle Launched Grenade
• when a grenade is attached, only grenade launch fire mode is available
• firing depletes one bullet from main magazine, grenade may not be fired if magazine is depleted
• replaces earlier rifle launched grenade system specific to this and related mods based on conversation in-forum with Buns (see WWII mod)
• available in: Anti-Tank, Anti-Personnel (fragmentation), Smoke, Tear Gas, Mustard Gas, Illumination, and White Phosphorus (flame)
• presently stock v1.13 is not using this feature to any great extent


*** Please see Version History for advance v1.13 features that have been implemented more or less as they are in stock ***


v1.13 Features That Have Limited/No Support

Old Inventory System (OIV) - No Support
• Support ceased sometime in 2009, due to the view that too many compromises were needed (and the work needed to support what seemed to be only an imperfect set of workarounds seemed like a waste of time).
• Also noticed(2011/10/15) OIV seems to activate NPC/RPC inventory from the old PROF.DAT file, as this file is no longer being worked on there will be problems.
• This game option cannot be disabled from the start menu as far as I know (2011/10/15), but please do not use OIV with AFS

Old Attachment System (OAS) - Limited Support
Many features specific to the current version of the mod (v4.00) require the activation of New Attachment System (NAS) at game start to function or show up, see below for details.

• AR-15 Stock System:
- - all AR-15 weapons will lose 1 of 4 attachment slots to the stock item, unless player is willing to put up with severe penalties of having no stock. This even applies to all AR-15 pistols which will not have their intended "pistol" stats unless the Buffer Tube Cover is attached. The exception is the OA-93 which does not use the AR-15 Stock System directly (it requires the Fixed Stock Kit attachment to add the stock items to the attachment list, as well as the penalties of the AR-15 Stock System).
- - no workaround anticipated.
• Rifle Launched Grenades
- - all rifle launched grenades require the large attachment slot available only under NAS
• MG Barrel change
- - should work just fine, the actual Quick Change barrel never attaches to the weapon, it just triggers a merger that averages the status of itself and the weapon, converting the barrel into an inert object in the process
- - the attachment lists are actually displaying a dummy item for informational purposes
• Tactical Rail Attachments
- - by definition they require NAS
- - these items should be flagged as NAS only
• Calibre Conversion Kits (STK Compact Personal Weapon, Bushmaster Advance Combat Rifle, Desert Tactical SRS
- - like the FSS Item these will simply attach to the weapon instead of triggering the conversion merger under OAS
- - reverse version of the mergers will be added as of v3.60 (instead of merging the attachment to slot it doesn't fit, remove the attahcment and merge the weapon into it)
• Groza attachments
- - like the FSS Item these will simply attach to the weapon instead of triggering the conversion merger under OAS
- - reverse version of the mergers will be added as of v3.60 (instead of merging the attachment to slot it doesn't fit, remove the attahcment and merge the weapon into it)

[Updated on: Thu, 15 January 2015 01:18]

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Re: Common AFS/DL-1.13/UC-1.13 Weapons & Items FAQ[message #323322] Sat, 27 July 2013 17:15 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
<font size="">New Attachment System (NAS)</font>

http://www.bears-pit.com/board/gallery/80/full/291.jpg
The Stechkin APS in the above graphics highlights many of the New Attachment System (NAS) slots available to pistols as well as a few common slots. The principle difference between default and pistol NAS layout and others is the default laser slot being moved to an under barrel location.


http://www.bears-pit.com/board/gallery/80/full/288.jpg
The HK G3A3 above possesses both the default "Secondary Fire Weapon" slot with its attachment list displayed on the left, as well as an "above barrel bayonet" slot, as highlighted on the right. The HK G3A3 is one of the few games that can have both a bayonet and underslung grenade launcher attached at the same time.


http://www.bears-pit.com/board/gallery/80/full/293.jpg
NAS allows slots to be added by attachment. In the above graphic, you have a stock Colt 777(M4) on the left with its base NAS layout defined by the bit mask expressed as an integer in ITEMS.XML. In the middle, the addition of a Modular Weapon System Kit has added the three slots used by this mod to portray a Rail-Interface-System "Quad Hand Guard." Not seen are changes to the "Secondary Fire Weapon" slot brought on by the Modular Weapon System Kit. Also seen in the middle is the addition of a TactiKool-Aid AR-15 RIS Scope Mount which adds a slot for most RIS Optics. On the right a Reflex Scope (4x) has added a slot for a Reflex Sight - constituting a 2nd layer of nested NAS slots.


http://www.bears-pit.com/board/gallery/80/full/289.jpg
The HK G3A3 is again being used to illustrate the two sizes of grenade slots. Unlike many other launchers the Rifle Grenade Launcher fits the muzzle slot - note that this attachment also acts as a flash suppressor.


http://www.bears-pit.com/board/gallery/80/full/290.jpg
Above are a selection of specialist grenade slot layouts - the STK Squad Support Weapon, ARWEN 37 Riot Launcher, and Hawk MM-1 all use the same NAS layout, with number of slots (4, 5, and 12 respectively, changed due to weapon stats. The Daewoo K11 has its "magazine" grenade slot located where normally trigger modifications are attached.

[Updated on: Wed, 09 November 2016 17:19]

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Re: Common AFS/DL-1.13/UC-1.13 Weapons & Items FAQ[message #323323] Sat, 27 July 2013 17:15 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
NCTH Implementation FAQ
NCTH is the somewhat controversial game system that intends to increase the number of bullet required to achieve hits to more "realistic" levels. The lack of available data on weapon performance, translation challenges in converting what little data that is available into in-game stats, implementation challenges with the NCTH code, real and perceived balance problems (the intended increase in bullets per hit being arguably incompatible with some play-styles) have lead to this purely optional feature developing a poor reputation in some circles. This and related mods have attempted to address some of these issues via data editing (as opposed to changing the code).

NCTH stands for "New Chance-to-Hit," however it does not actually calculate a numerical chance-to-hit. Instead it produces an area in which the bullet will pass through. The smaller the area is around the target the greater the chance of a hit. This area may be shrunk down to being smaller than the targeted part of the enemy, greatly increasing the occurrence of a hit exactly where the player wants it.


General Difference with stock v1.13
• The severity of recoil (X and Y) is already multiplied by 1.25 from values in stock v1.13 Data-1.13 (when possible) to account for aimed burst/auto
- - later the base NCTH stats were modified to work better "in-game" vs attempting to reflect partially available "real" stats
• In general Aiming Levels (clicks to reach the best grouping):
- - the average weapon, regardless of class, generally have default aiming level = 4
- - smaller pistols, to represent the shorter sight radius (harder to aim) generally have default aiming level = 5
- - oversized pistols, to represent the longer sight radius over normal pistols, have an additional Flat Aim Bonus = 1
- - due to the New Traits potentially granting an aiming level bonus (reduction) of 2, and the reflex sights having an aiming level bonus of 1, for a total of 3 less clicks to reach best aim, no weapon should have a default aiming level of less than 4
• Changed all grips, reduced (NCTH) Percent Max CF to 50 (was 70), and Percent CF Accuracy to 25 (was 30)
• Penalties for top end armours less severe
• Long Arm (SMG, AR, LMG, Rifle, Sniper Rifle) rebalanced to be more accurate without scopes, representing "iron sights"
- - at least a 10% bonus to Percent Cap (Aiming Cap Modifier) on most long arms based on weapon family/type of scope mount it uses in-game, this is the "iron sight" bonus
- - scopes have the negative counterpart of the "iron sight" modifier to zero out the "iron sight" bonus when a scope is in use. This means that the problem is not simply shifted over, instead Scopes work as before, while allowing long arms without scopes to have a better hitting potential.
- - Example: RIS Optics Rail equipped weapons have a 10% Cap bonus to represent Back-up Iron Sights. RIS Scopes have a -10% Cap penalty, resulting in 0 change to the Percent Cap (Aiming Cap Modifier) when attached. Adapters that allow the use of RIS Optics on non-RIS Optics rail weapons modify (usually down) the weapons "iron sight" bonus to 10% as part of allowing these weapons to mount RIS Scopes.
- - note that pistols and machine pistols will generally have only the -10% reduction to Aiming Cap applied making scopes less effective when used on these classes of weapons


Scope Implementation
• Aiming Level modification
- - Reflex Sights = -1
- - Low Power Scopes and Reflex Scopes = 0
- - Medium Power Scopes = 1
- - High-Power Scopes = 2 3
• Advance Reflex Sight
- - NCTH Flat Aim Bonus = 2
• Basic Magnifying Scopes:
- - Percent CF Accuracy = -10 x Scope Mag Factor (all stances)
• Special Magnifying Scopes:
- - Night Vision Scopes = treated as +2 of actual Mag Factor
- - Thermal Imaging(FLIR) Scope = no additional changes, treated as 6X scope

Folding Stock System - Long Arms (SMG, AR, LMG, Rifle, Sniper Rifle)
see below for details

Folding Stock System - Machine Pistols
see below for details
• TactiKool-Aid Pistol2Carbine attachment is based on the machine pistol extend stock modifications with addition of integral grip and modular stock.

Modular Stock System v2
Base penalties on all AR-15 Long Arms and most adapters:
• as of Modular Stock System v2 no more missing stock penalties - no stock has the same effect as the fixed stock

AR-15 Fixed Stock
• no modification to base weapon stats

AR-15 Telescopic Stock
• Percent Base (Snapshot Modifier) = 5% bonus
• Percent Cap = 7% bonus
• Percent Handling = -10/-35/-25% bonus
• Percent CF Accuracy (Counter-Force Accuracy Modifier) = -5% penalty

AR-15 Precision Stock
• Percent Cap = 20% bonus
• Percent Handling = -25/-40/-40% bonus


Miscellaneous
• Most Under-slung grenade launchers:
- - Penalties to: Percent Handling, Percent CF Accuracy, AimLevel Modifier
- - Bonus to: Percent Max CF
- - Launchers that also act as vertical grip have grip bonuses added to equivalent launcher NCTH modifiers
• NVG: range of penalties to Flat Aim, Percent CF Accuracy,
• Gas Mask: -10% penalty to Flat Aim
• Rod & Spring: -50% penalty to Percent CF Accuracy
• AR-15 Rate Reducer: 50% bonus to Percent CF Accuracy

[Updated on: Thu, 15 January 2015 01:20]

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Re: Common AFS/DL-1.13/UC-1.13 Weapons & Items FAQ[message #323324] Sat, 27 July 2013 17:16 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Folding Stocks (v4)

A weapon with its stock extended will be more stable/accurate than a weapon with the stock retracted. In turn a weapon with its stock retracted will take less AP to fire. In-game this is achieved by having two copies of a weapon, one with modifiers for the "alternate" state.

There are actually two major "folding stock systems," one for full size rifles and larger SMG's, and one for Machine Pistols and small SMG's which may be handled by one hand. Each system has different stat modifications.

Generally the "normal" state of the weapon will just have the weapon's name and the alternate state will have either a (>) denoting the stock being collapsed, or a (<) indicating the stock is extended. Typically the "normal" state for rifles is to have the stock extended. For most machine pistols, "normal" is to have the stock retracted.

http://www.bears-pit.com/board/gallery/80/full/281.jpg
In the above illustration the Item Transformation menu has been opened by clicking on the sprocket icon in the lower right of the item graphic. As this is a typical rifle there are no stat modifications related to FSS present.

Note: the 11% Percent Cap is due to the "Iron Sight" bonus common to most AK type guns in this mod.


http://www.bears-pit.com/board/gallery/80/full/282.jpg
Now that the stock has been retracted in the above illustration notice that the item index has changed, allowing for a different graphic, item name, and different item transformation(s). Additionally notice the change in stats:

bonus <PercentReadyTimeAPReduction> 30
bonus <PercentAPReduction> 25

OCTH
penalty <ToHitBonus> -10
penalty <BurstToHitBonus> -15
penalty <AutoFireToHitBonus> -15

NCTH
bonus <PercentBase>30</PercentBase>
penalty <PercentCap> -40
penalty <PercentHandling> 25
penalty <PercentMaxCounterForce> -20
penalty <PercentCounterForceAccuracy> -20

Net effect under NCTH, snapshots have a small accuracy bonus, but additional aiming has dramatically reduced effect, max aim actually has worse accuracy compared to 3/4 max aim for when the rifle has its stock extended.


http://www.bears-pit.com/board/gallery/80/full/279.jpg
In the above illustration the Item Transformation menu has been opened by clicking on the sprocket icon in the lower right of the item graphic. As this is a typical machine pistol there are no stat modifications related to FSS present and the weapon is one-handed.


http://www.bears-pit.com/board/gallery/80/full/280.jpg
Now that the stock has been extended in the above illustration notice that the item index has changed, allowing for a different graphic, item name, different item transformation(s), and the machine pistol is now a two handed weapon. Additionally notice the change in stats:

penalty <PercentReadyTimeAPReduction> -50

OCTH
bonus <ToHitBonus>5</ToHitBonus>

NCTH
bonus <FlatAim> 2 / 3 / 1 (Standing/Crouching/Prone)
bonus <PercentCap> 5
bonus <PercentHandling> -25
bonus <PercentMaxCounterForce> 30
bonus <PercentCounterForceAccuracy> 30

Net effect is that for machine pistols, the use of a stock will increase accuracy and NCTH specific costs (handling) such that it is comparable to a full-size sub-machine-gun.


<font size="]Folding Stock Combos[/size]

http://www.bears-pit.com/board/gallery/80/full/283.jpg
The above weapon has both the folding stock feature as well as a grip that only is extended/effective when the weapon is in its two-handed (stock extended) configuration.

http://www.bears-pit.com/board/gallery/80/full/284.jpg
The above weapon has additional bonuses from its adjustable/precision stock. These bonuses completely disappear when the stock is collapsed.

[Updated on: Thu, 15 January 2015 02:00]

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Re: Common AFS/DL-1.13/UC-1.13 Weapons & Items FAQ[message #323330] Sat, 27 July 2013 20:17 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Multi-Calibre Systems

• Guns that can physically load and fire multiple calibers (generally lower power cartridges as the one normally portrayed) can be changed into a version firing in-game these "alternate ammunition" via the item transformation menu
• .223 Remington ammunition crates may be converted into 5.56x45mm ammunition crates to produce magazines usable in 5.56x45mm weapons in-game. Generally these "5.56mm/.223" magazines have inferior performance than pure 5.56x45mm counterparts. Only "5.56mm/.223" ammunition crates may be converted into .223 Remington ammunition crates via the item transformation menu.

[Updated on: Thu, 15 January 2015 01:47]

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Re: Common AFS/DL-1.13/UC-1.13 Weapons & Items FAQ[message #323388] Sun, 28 July 2013 21:42 Go to previous message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
AR Receiver System (v2)

At the present time most AR rifles in-game may be assembled from various upper and lower receiver components. For sorting in the in-game "Bobby Rays" webstore, all of these components are classed as guns. Due to a quirk in how items are generated in-game, dummy calibers and 0 size magazine capacities are used to prevent upper receivers from producing "free" magazines. Additionally some attachment points on these receivers are not meant to be used with real attachments.

http://www.bears-pit.com/board/gallery/80/full/285.jpg
The above illustrates the merger of the upper receiver into the lower receiver via the inventory interface. Note that a prompt to confirm the merger is not shown.


http://www.bears-pit.com/board/gallery/80/full/286.jpg
The above illustrates the merger of the upper receiver into the lower receiver via the NAS interface (Item Info, Big Item Image) screen. On this lower receiver there are five possible attachment points for the merger to take place on (arrows only point at two).


http://www.bears-pit.com/board/gallery/80/full/287.jpg
The above illustrates access to the item transformation menu and selection to separate the receivers.

[Updated on: Thu, 15 January 2015 02:00]

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