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Re: AIMNAS Bug reports[message #335009]
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Fri, 15 August 2014 16:33
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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Torres84Damn I just read in the FAQ that food is not supported yet, this is the version I have downloaded (SCI_AIMNAS_XMAS_Release_on_r5744_d1578) and I thought it would be fun to check the food system in my new game... thing is now my mercs are almost dying of hunger after almost a week of combat and I can't find food anywhere.
So, is there a chance to edit the savegame or do I just have to restart the game?
Thanks in advance! You cannot turn off the feature without a debugger. You can, however, halt its effects:
In the Ja2_options.ini, set FOOD_DIGESTION_HOURLY_BASE_FOOD and FOOD_DIGESTION_HOURLY_BASE_DRINK to 0. This way mercs wont need food and water anymore. Then, do the following:
- Set 1 on the canteen item in Items.xml.
- In Food.xml, set this:
This will give all canteens an obscene amount of water (as far as consuming it goes). Give your mercs to drink, but be cautious not to over-water them. After no merc is thirsty anymore, save the game and exit. - Edit the xml again:
Same as before, this time canteens will feed your mercs. Feed them until nobody is hungry anymore, save, exit. - Last edit to make sure you don't accidentally feed them in your campaign:
With this, assuming there are no more food items around, you should feel no effects of it at all.
@smeag: Why do you need 300 food items?
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Re: AIMNAS Bug reports[message #335654]
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Tue, 09 September 2014 10:10
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x4n |
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Messages:21
Registered:October 2010 |
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Yesterday, i got this. Problenm is, that the game freezes and then totaly crashes..
[92.1169] : Invalid Animation File for Body 51, animation STANDING.
[92.1172] : Invalid Animation File for Body 51, animation STANDING.
[92.1173] : IAnimation Surface for Body 51, animation STANDING, surface 0 not loaded.
[92.1174] : IAnimation Surface for Body 51, animation STANDING, surface 0 not loaded.
Absolute reproducible.
I try to workaround.
EDIT: The workaround as follow: Kill the right enemy..
First, i killed all enemies with GABBI to figure out, if there is a problem with the animation of one of the enemies in sight.
And yes, there was. After killing all of them, the game did not crash.
Then is was only a matter of time, to find the right guy.
Greetings x4n
[Updated on: Tue, 09 September 2014 11:14] by Moderator Report message to a moderator
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Private 1st Class
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Re: AIMNAS Bug reports[message #335750]
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Sat, 13 September 2014 12:36
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nofun |
Messages:1
Registered:September 2014 |
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Whenever I try to use Artillery Strike from the Radio Operator skill menu, it says 'missing signal shell item from items.xml'. Added the signal shell and signal flare from the 1.13 xml, lockup when using Artillery Strike.
And when changing magnification levels on scopes (tested on Redfield x7 and default 10x Scope) while on the weapon, the game also locks up.
Using the latest September update for AIMNAS and latest stable 1.13.
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Civilian
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Re: AIMNAS Bug reports[message #335949]
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Sat, 20 September 2014 10:34
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grim |
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Messages:344
Registered:July 2006 Location: France |
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I don't know if it will be adressed, but in the meantime you can change some parameters to make your experience better :
- In Ja2Options.INI :
Toggle Spoiler; Reduction of the speed of regaining your breath (stamina) when it is raining.
BREATH_GAIN_REDUCTION_PER_RAIN_INTENSITY = 25
Toggle Spoiler;------------------------------------------------------------------------------------------------------------------------------
; Energy cost on weapon manipulation
; This is made out of two parts - the weapon recoil kick impact and the effort on keeping the weapon up based due to its weight.
; Weapon weight:
; The calculation of the cost is non-linear, so on lightweight guns, there is nearly no energy cost, while on very heavy guns,
; the effect is significant. This is mainly important when trying to shoulder rather heavy weaponry (LMGs, anti-material SNs),
; as those are more likely adviced to be fired from hip (LMGs) or on bipod.
; Strugling with the weapon weight is reduced greatly in crouching position or if holding the gun on hip rather than shoulder.
; And it is almost or totaly erased when the weapon is resting on something or you are in prone position, best with a bipod.
; The setting here represents percentual modifier to the final cost, so you can tweak it up or down as you like.
; 0 = disabled. 100 = default. Max is 250 (rather excessive).
ENERGY_COST_FOR_WEAPON_WEIGHT = 50
; Weapon recoil kick:
; This is a little different from struggling with weapon weight. It is about how much the gun "kicks" our shoulder (or hand).
; Single shots may not prove much effect, but on autofire this may incure some nasty energy loss with certain guns.
; The formula is based on weapon impact and weight, where weight actually help us out here, since it absorbs the back force
; of the recoil. Again, the cost is reduced by stance (nearly erased by bipod and/or weapon resting, greatly reduced when
; firing from hip), foregrip etc. This is mainly important if you intend to fire many long autofire bursts, when you may
; (should) consider firing from hip as a more beneficial stance for it.
; The setting here represents percentual modifier to the final cost, so you can tweak it up or down as you like.
; 0 = disabled. 100 = default. Max is 250 (rather excessive).
ENERGY_COST_FOR_WEAPON_RECOIL_KICK = 50
As you can see, i've already changed ENERGY_COST_FOR_WEAPON_WEIGHT to 50 for a 1.13 dev version campaign.
You can change the individual BP costs in APBPConstants.INI too.
Have you tried energy boosts by the way? In my previous playthrough it made my mercs fall from exhaustion because of features like 'energy costs on weapon manipulation'
[Updated on: Sat, 20 September 2014 10:35] by Moderator Report message to a moderator
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Master Sergeant
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Re: AIMNAS Bug reports[message #336073]
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Wed, 24 September 2014 02:55
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Torres |
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Messages:171
Registered:June 2010 Location: Canary Islands |
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Hi there, not a bug per se but I can't merge the small toolkits whilst I can still merge the big ones.
I've been looking in the XML editor but I've no clue if I can fix that in a sec, any help?
Thanks in advance!
Ok I figured it out, what happens if I set an object that states "not for sale" on its description, let's say to Tony... would Tony have it randomly or I will forever f*ck things up?
[Updated on: Wed, 24 September 2014 06:10] by Moderator Report message to a moderator
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Staff Sergeant
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Re: AIMNAS Bug reports[message #336164]
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Fri, 26 September 2014 08:15
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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12.7mm should probably only fit the really big sniper pockets. If it doesn't, it's an oversight. Will look into it.
Rifle LAM needs picatinny rails on the front hand guard, which most of the sniper rifles don't have. I might add in a screw on rail set at some point, not sure about that yet.
POSP shouldn't be available from BR, as it was designed as a special find item (same as the IR reflex sight, and a few others). I might change that though, so that this stuff can be bought from Tony for example.
Well, problem with the M1 carbine EBR is, that the game doesn't know if you transformed an M1 or an M1A1 into the M1 EBR. Thus you'll always get the same item back as a result. Only way around that would be to add an M1A1 EBR (which would basically be the same item as the M1 EBR, except for the transformation).
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