Home » MODDING HQ 1.13 » v1.13 General Development Talk » "1.13" Mod - Main Thread
Re: "1.13" Mod - Main Thread[message #10365] Thu, 18 August 2005 07:06 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
I'll edit the first post shortly. I'll also add in my todo list and try to keep it up to date with the mod's progress.

800x600 is not going to be easy to implement from what I've seen so far in the code. So it's at the bottom of my todo list.

I think my webhost is working ok for now; at least I haven't heard any complaints since I changed the page name.

EDIT: 1st page updated. Did I miss anything?

Report message to a moderator

First Sergeant

Re: "1.13" Mod - Main Thread[message #10366] Thu, 18 August 2005 11:41 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
With the added weapons, may we presume that save games from version 08/12 will not be compatible with the version expected 08/21?

Report message to a moderator

Lieutenant

Re: "1.13" Mod - Main Thread[message #10367] Thu, 18 August 2005 12:11 Go to previous messageGo to next message
Sturm is currently offline Sturm

 
Messages:88
Registered:July 2003
Location: Elyria,Ohio
Hi Madd Mugsy.Its great you are doing this for the JA Fans .My request is, can there be more then 6 mercs in a squad.Like 10 Mercs in a squad .I think someone has done this ,but im not sure of it .thanks again :cheers:

Report message to a moderator

Corporal 1st Class
Re: "1.13" Mod - Main Thread[message #10368] Thu, 18 August 2005 12:24 Go to previous messageGo to next message
flybyu

 
Messages:44
Registered:August 2005
Location: Indiana U.S.A
Question about the Barret 50BMG Sniper rifle.

Being as it is 50BMG should it have about 2X the damage of any other sniper rifles? Also if it was given 2X the amount would it KIA you in one shot and KIA NPC's in one shot? Don't know but was wondering about a hit from a 50BMG. I think it would KIA anyone in one shot.

Report message to a moderator

Corporal
Re: "1.13" Mod - Main Thread[message #10369] Thu, 18 August 2005 14:43 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
wil473,

The new weapons won't invalidate save games, but the max durability stat probably will (all existing items will have a max durability of zero and hence not be repairable).

Sturmblade,

I think this would require significant graphical changes, which I'm not prepared to do at the moment.

flybyu,

Barrett does have a range about 2x the other rifles (150 tiles vs. 70-80 tiles). I debated increasing the damage beyond what the devs set for it in UB, but decided to leave it, as it's no fun getting your mercs blown away in one shot by some red shirt.


Plea for Help:

I've got the RPG-7 image in-game and looking pretty good, but my RPG rockets look like crap! Can someone please do me a big favour and make me some rpg rocket graphics (bigitems, interface and tileset). I'd like them in multiple colours if possible: green, red, blue, yellow, etc. so we can easily differentiate between rocket types.

Thanks!

MM

Report message to a moderator

First Sergeant

Re: "1.13" Mod - Main Thread[message #10370] Thu, 18 August 2005 14:49 Go to previous messageGo to next message
PoliceLT is currently offline PoliceLT

 
Messages:31
Registered:August 2005
Location: Australia, Melbourne
Police L.T. to the rescue!

I'll try and do it for ya MM. I'll have to PM you later on though, and they would be in BMP format, your going to have to convert it to the JA2 file yourself.

Report message to a moderator

Private 1st Class
Re: "1.13" Mod - Main Thread[message #10371] Thu, 18 August 2005 15:14 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
Mugs

I've looked in every install of Ja2 that I have and can't find a Tabledata directory, .slf or anything. I even looked in the Data.slf but found no such beast.
This is maybe a horrendous oversite on my part but could you please clue me in on where I might find it?

Again thanx to anyone who can answer this one. I can't imagine not having this in all the Ja files on my computers.

Report message to a moderator

Sergeant Major
Re: "1.13" Mod - Main Thread[message #10372] Thu, 18 August 2005 15:19 Go to previous messageGo to next message
shihua is currently offline shihua
Messages:3
Registered:August 2005
The Tabledata directory is only for 1.13 by Mugs

Report message to a moderator

Civilian
Re: "1.13" Mod - Main Thread[message #10373] Thu, 18 August 2005 15:28 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
Police,

No problem with BMPs and Thanks!! :cheers:

Khor,

\Data\TableData\Weapons.dat


In other news:

Apart from the images, I have the RPG-7 in working order with 3 types of warheads so far: HE, Frag and AP. The specs are as follows:

Type--Damage-Energy Damage-Radius
HE--55-15-6
Frag--25-200-8
AP--200-10-3

The HE warhead is the same as the LAW rocket.

I left the Frag explosion the same as the HE explosion because the stun grenade explosion animation doesn't do flying shrapnel justice. The AP warhead uses the same explosion as the 40mm HE grenade since it has a smaller radius.

The AP warhead is basically one shot, one kill, but the darn rocket launcher is not very accurate, so it likely won't hit its target on the first shot anyway. I find that the second time shooting at the same location is more accurate.

Report message to a moderator

First Sergeant

Re: "1.13" Mod - Main Thread[message #10374] Thu, 18 August 2005 16:44 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
Thanx a million Mugsy!

Now, am I correct in assuming that by using the cities.dat file also included in Tabledata you can alter quest locations and maybe even the starting sector? It looks like the numbers correspond to where the cities are located on the map so maybe you could (let's say) move 1 1 down to the bottom of the map and have mercs arrive there instead of A9?
Sorry for the sidetracking but looking at this tabledata goldmine I feel like a kid opening present on Christmas.
Great work externalising this stuff!

Report message to a moderator

Sergeant Major
Re: "1.13" Mod - Main Thread[message #10375] Thu, 18 August 2005 18:09 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
I haven't played with cities.dat yet; I don't think it's fully implemented.

Update:

Ok, I've spent the last 6-7 hours trying to get new values for maximum durability into the game. I got it all coded and compiled, and then when I finally ran it: The colours in the tactical screen were all bright red-hued and the helicopter dropped my guys off in the wrong spot. I did everything I could think of to fix it, but to no avail. Amazingly, removing the extra variables I put in to the OBJECTTYPE structure and the related function changes fixed that issue. But it means that I can't get the max durability thing to work. Mad I have to leave for work again in 4 hours. I'm going to bed.

-MM

Report message to a moderator

First Sergeant

Re: "1.13" Mod - Main Thread[message #10376] Thu, 18 August 2005 21:56 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
i had some rpg rocket pictures included in the zip i uploaded

only need to recolur these

the launcher itself isn`t that pretty though, but there are other pictures around

i alos thank a lot for externalising the weapons and cities data. lets see what can be done with it

in fact, would it be possible to have a custom animation for the shrapnel grenades?

Report message to a moderator

Sergeant Major
Re: "1.13" Mod - Main Thread[message #10377] Thu, 18 August 2005 22:51 Go to previous messageGo to next message
flybyu

 
Messages:44
Registered:August 2005
Location: Indiana U.S.A
@Madd Mugsy Thanks I was wondering about the 50BMG and agree with you.

Also the RPG is not the most accurate weapon in the world but does get the job done, so it being a little off makes it a little more realistic.

Report message to a moderator

Corporal
Re: "1.13" Mod - Main Thread[message #10378] Thu, 18 August 2005 23:21 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
Mugs

It seems the weight, and one and two handed usage stats are not included in the weapons.dat. Is there an external way of adjusting these?

Also, I tried fooling around with cities.dat last night and got some intreaging results. By adjusting some of the numbers on the map type number grid you can switch the names of the towns. I believe this would correspond to the quest features for each town. It's going to take a lot more experimenting to see exactly how much can be changed this way but this could be an answer for those of us who want to completely change the 'worldmap'.

Scorpion
Remind me which explosion shrapnel grenades use and I should be able to crank that one out today. However; I think a really cool feature to add here (sorry Mugs carried away again) would be to make the flying debris have a damage value. That might be too much work for something that isn't already lacking so I'm willing to do the extra animation either way. Of course there would then have to be something coded to tell the program to use this new animation instead of the regular explosion of that size.

Report message to a moderator

Sergeant Major
Re: "1.13" Mod - Main Thread[message #10379] Thu, 18 August 2005 23:29 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
i have a custom animation in ja2 vengeance for shrapnel/ fragmentation grenades

so you could use this one as a base for a new animation. it`s simplistic though...

but it is one that shows explicitly that it`s not an explosion (it`s rather debris flying around)

Report message to a moderator

Sergeant Major
Re: "1.13" Mod - Main Thread[message #10380] Fri, 19 August 2005 00:14 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
Actually what I was going to do is just superimpose some debris on a regular explosion animation then reduce the size of the fireball and add 'smoke'. Perhaps a better solution would be to merge you're animation with a shrunken fireball then add smoke maybe from yet another animation sequence. This sounds harder than it would really be but the important part that I can't do is to code in this new animation so the default isn't used.
How do you like the debris idea?

Report message to a moderator

Sergeant Major
Re: "1.13" Mod - Main Thread[message #10381] Fri, 19 August 2005 00:38 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
well this sounds more adequate to the shrapnel explosion though

mine is just a simple solution... used for the frag grenade in ja2 vengeance but nowhere near an explosion of an RPG

Report message to a moderator

Sergeant Major
Re: "1.13" Mod - Main Thread[message #10382] Fri, 19 August 2005 01:53 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
Right. A shrapnel explosion (frag grenade, etc.), is what this would be for. I think the regular animation is fine for an RPG explosion but perhaps if there were a 'flechette' grenade we'd just use the existing CAWS or shotgun animation.

I was wondering what you thought about having debris from antipersonel grenades actually inflict damage in the same random radius type way that a shotgun does? Sometimes the debris would completely miss sometimes the damage would be very minor and rarely a piece (or rather a bunch of crap) would inflict serious damage. This would be in addition to the existing damage radius.

Report message to a moderator

Sergeant Major
Re: "1.13" Mod - Main Thread[message #10383] Fri, 19 August 2005 02:31 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
okay

you`re second question: i guess this was not directed at me anymore, rather at Madd Mugsy? my opinion though is, that depending on the type of grenade the way damage is inflicted is different. most grenades`lethality comes from shrapnel, but some work whit the blast.

maybe adding a grenade that explicitly works like that (a fragmentation or so grenade) would be a good way of implementing this feature. i`d like the existing grenades to keep there blast radius, as it is a good way of getting enemy^s out of their cover

the idea itself makes a lot of sense. the problem would be the coding in my opinion, but again... a good coder like muggsy can tell you whether it is possible, i can`t.

Report message to a moderator

Sergeant Major
Re: "1.13" Mod - Main Thread[message #10384] Fri, 19 August 2005 03:09 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
The blast damage from explosions is random within the radius. A guy can be standing right in the middle of an HE explosion and take very little damage, while the guy two tiles to the left takes enough to get himself killed.

Because of this, I don't really see a need to put in extra code for flying debris. Either you got hit by some and took extra damage or it missed you and you took less damage. Plus it doesn't look like there's any easy way to tie flying bits on screen to actualy damage on a character (at least it's still beyond my limited comprehension of the code and C++ in general).

I would be happy to try and get a shrapnel explosion into the game (in addition to the current explosions). Heck, I could even add Frag Hand and 40mm grenades to go along with the Frag RPG.

Scorpion,

There are rpg ammo pics in your archive? I missed those! I'll take another look. I also did up my own RPG launcher based on the pics from flybyu.

EDIT: Just looked again and didn't see them again. Can you point me to a filename to look at? Thanks.

Report message to a moderator

First Sergeant

Re: "1.13" Mod - Main Thread[message #10385] Fri, 19 August 2005 03:14 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
Muggsy

i`m sorry. they pg-7 tow and pg-7 grenade pictures are only in the interface folder, i forgot to upload the bigitems for this pics

i sent you the bigitem pic i use in current installs of my mods. this is shrunk from world.guns.ru
http://world.guns.ru/grenade/gl02-e.htm

Report message to a moderator

Sergeant Major
Re: "1.13" Mod - Main Thread[message #10386] Fri, 19 August 2005 03:17 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
Right. I was actually bouncing the idea off of both of you (and anyone else who had an opinion).

The regular Ja2 grenades are frag/anti-personell type so this would be adding an additional feature to an already existing item (giving it a more life like representation in the physics engine while distinguishing it from other explosion types). It can be argued that the majority of explosions will carry debris of some kind but since this debris is of a completely random nature and not contained whithin the actual explosion epicenter the effects are usually negligable.

I'm saying, keep the existing explosion radius (since being that close to a grenade almost always results in serious injury) but add an additional diminishing area of effect from shrapnel.
Again, sorry for the sidetracking I just wanted to explain that as clearly as possible. If you like I'll adjust the animation you've already made for a shrapnel explosion but of course the coding is something out of my hands at this time.

Report message to a moderator

Sergeant Major
Re: "1.13" Mod - Main Thread[message #10387] Fri, 19 August 2005 03:50 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
I'll look into it.

Report message to a moderator

First Sergeant

Re: "1.13" Mod - Main Thread[message #10388] Fri, 19 August 2005 04:45 Go to previous messageGo to next message
Majek is currently offline Majek

 
Messages:437
Registered:January 2003
Location: Slovenia
Quote:
Originally posted by Sturmblade:
Hi Madd Mugsy.Its great you are doing this for the JA Fans .My request is, can there be more then 6 mercs in a squad.Like 10 Mercs in a squad .I think someone has done this ,but im not sure of it .thanks again :cheers:
that was done in german version of Wildfire which also had the 1024x768 resolution.

Report message to a moderator

Master Sergeant
Re: "1.13" Mod - Main Thread[message #10389] Fri, 19 August 2005 06:45 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
Mugsy

Using you're externalised Weapons.dat file how do you assign the weight of a weapon? There seems to be no provision for either this or how many hands you are required to use when using a particular weapon or how much inventory space a weapon occupies. These are; of course, very important stats when changing an existing weapon and essential for creating one from a blank item slot.
It is my understanding that Itemsdescr.edt & Braydesc.edt only pertain to the name and text blurb that accompanies each item. I can't think of where to look to find these important details.

Report message to a moderator

Sergeant Major
Re: "1.13" Mod - Main Thread[message #10390] Fri, 19 August 2005 08:10 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
They're still in the code. I eventually need to externalize them. It's not a small task for me as I'm not exactly a C++ guru and am not totally familiar with how to do file read/writes. It's on my todo list, but it's not something I'll be putting in the next release.

Report message to a moderator

First Sergeant

Re: "1.13" Mod - Main Thread[message #10391] Fri, 19 August 2005 09:33 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
That would be cool. Thanx Mugs. For now it's great to be able to change the existing weapon characteristics.
If I find something out about the Cities.dat I'll post it here.

Report message to a moderator

Sergeant Major
Re: "1.13" Mod - Main Thread[message #10392] Fri, 19 August 2005 12:18 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
Scorpion,

I haven't received the pics from you. Did you send it to my email address?

Update:

I tried messing around with adding some additional variables to the OBJECTTYPE structure used to define items, and, yeah, it looks like that is what was causing the problems with the red colour and merc placement at the beginning. Apparently, if the item structure is changed, the game balks when loading maps. Good to know, I suppose: it means that we can't add any new properties to items. The max. durability enhancement has been dropped.

Report message to a moderator

First Sergeant

Re: "1.13" Mod - Main Thread[message #10393] Fri, 19 August 2005 16:55 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
Another Update:

Here's a list of the item-related data arrays in the code which (I think) I can externalize:

- item info (type, weight, price, PL, # pockets, graphic, etc)
- Ammo magazine definitions (calibre, size, type)
- Armour (class, protection, degradation)
- Expolosives (type, yield, radius, volatility, animation)
- Attachment Info (attachment,type, type of check, % penalty)
- Attachments (attachment, item)
- Launchables (launchable, launcher)
- Compatible Face items (item1, item2) (btw, I've updated this so you can wear NVGs/UVGs with gas masks, and either of those three with the robot remote).
- Merging (item1, item2, resultingItem, mergeType)
- Attachment merging (baseItem, item1, item2, resultItem)
- Army gun choices (#choices,choice1,choice2...)
- Bobby Ray inventory, Bobby Fire rates
- More inventories: Tony, Devin, Franz, Keith, Sam, Jake, Howard, Gabby, Frank, Elgin, Manny, Herve, Peter, Carlo, Alberto, Micky, Arnie, Perko, Fredo
- Salesman info (buying price mod, selling price mod, type of dealer, initial cash, etc)
- Most, if not all, of the hard-coded in-game text
- and some others I probably missed.

And of course, the weapon data has already been done Smile

I think I'll try to do most of these just like the weapons.dat file (simple xml, for which I have the code to read in), or tab/comma delimited. That way some one can just make a VB tool to modify the files or something (since they'll all need to refer to item indexes which aren't exactly user friendly).

I'd like to also be able to externalize the ammo calibres (so you can add new ones), but they're sitting in an enum instead of an array, so it could get ugly as I don't know offhand how many hidden references to that enum there are in the code.

Report message to a moderator

First Sergeant

Re: "1.13" Mod - Main Thread[message #10394] Fri, 19 August 2005 20:14 Go to previous messageGo to next message
BlackSmith is currently offline BlackSmith
Messages:2
Registered:August 2005
Location: Europe, Finland, Turku &
Quote:
Originally posted by Madd Mugsy:
800x600 is not going to be easy to implement from what I've seen so far in the code. So it's at the bottom of my todo list.
Why not simply ask for someone that has already done it if you could copy the code from him?

Report message to a moderator

Civilian
Re: "1.13" Mod - Main Thread[message #10395] Fri, 19 August 2005 20:39 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
i sent that picture to your adress (from where you sent me a message previously)

but i can add it to the zip above and re-upload the zip

weapon progression, dealer inventory and the other things would be absolutely great to have them externalized... great feature

re-uploaded Pics.rar

the file to look for the rpg grenade is in "bigitems" PG-7tow or PG-7 heat something like that

Report message to a moderator

Sergeant Major
Re: "1.13" Mod - Main Thread[message #10396] Fri, 19 August 2005 22:22 Go to previous messageGo to next message
grindedstone is currently offline grindedstone

 
Messages:88
Registered:August 2004
Jyust sprung an idea: insted of being able to delete the masses of items at once and "scaerfice" the few good items, can everything in the sector auto stack even guns? and can the sectors have "infinate slot storage" say i got 400 clips of 5.56mm, i aint gonna wanna go through a couple of pages to get to the next item, can we have all 400 stack up into 1 slot and auto do it?

is it possiable to import the "auto see items after all hostiles die" so u dont have to check every damned body

Report message to a moderator

Corporal 1st Class
Re: "1.13" Mod - Main Thread[message #10397] Fri, 19 August 2005 22:57 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
Mugsy
Most of what you mentioned in you're list of possible things to externalise definately must be doable because W4st's weapon editor allows access to these things through the use of .bat files. Since you are using a completely different appraoch maybe looking at what he's done won't be much help but I thought I'd run that by you. Being able to modify salesman inventories would be cool.
Do you think the VB Runtime libraries would 'automatically' make the neccessary .dlls? Or is this something we'd have to do manually?
I'm asking because changing and especially adding items causes really bad crashes and invalidity errors to maps. It can quickly make a whole items mod trash. Since the data is 'stacked' in the .exe one invalid statement makes the rest of the stream nonsensical (so I've been told). This is something that makes us computer noobs very nervous about making certain changes within our weapon/item mods.
So I'm asking, do you think there is a way to either automatically adjust the 'float distances' or whatever causes the invalidities or make the external data fit back into the .exe without offsetting everything?

Nevermind all that if it's gibberish. Without a compiler I'm just grasping at straws and trying to offer suggestions. I should have one by the end of the week (with any luck) then maybe I'll know a little bit about what I'm talking about. My crouching and prone LAW animations are comming along (each set is pushing 300 frames). Is it allright to send you one set first so you can test it before I finish the whole lot?

I love the idea of the each sector 'autostacking' like Grindedstone says.

Report message to a moderator

Sergeant Major
Re: "1.13" Mod - Main Thread[message #10398] Sat, 20 August 2005 00:49 Go to previous messageGo to next message
PoliceLT is currently offline PoliceLT

 
Messages:31
Registered:August 2005
Location: Australia, Melbourne
I was actually getting to the images a while ago and I founded a perfect image -- or more along the lines of a model.

I wanted to get permission to use the model, render it and give it, but the modeller didn't go online and give me permission to use it. As you might have guess; No credit = No go.

Report message to a moderator

Private 1st Class
Re: "1.13" Mod - Main Thread[message #10399] Sat, 20 August 2005 10:14 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
Scorpion,

Thank you!

Police,

So to hear that, but it looks like I should be able to use the pics from Scorpion anyway.

Grindedstone,

The stacking in the sectors uses the same code as stacking in inventories, so it'd be a real pain. Not to mention the fact the maximum number of items per slot is hard coded to 8. I tried increasing this and ended up with many crashes. As for stacking guns, that's also not possible due to the way that attachments work.

Not sure about the other part of your request yet.

Khor,

Not sure what you're trying to say regarding the runtime dlls. In my earlier post, I just meant that someone could write a nice little GUI frontend for editing stuff (like the desktop weapon editor GUI).

I think that by "float distances" (Is that how far away from shore you're allowed to go?) you must mean array sizes. They can't be changed in WEdit, since it's hacking the exe. But some of them should be changeable in the future externalized data (Items=no, Attachments=yes, etc.) I'll write some instructions and note any limitations for array sizes and variable values after I get the files working.

Report message to a moderator

First Sergeant

Re: "1.13" Mod - Main Thread[message #10400] Sat, 20 August 2005 12:31 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
I always get 'float distance' errors when using a new weapon mod that call for looking at .dll files. Don't know what they are but thought I'd mention that in the hope it would give you a clue as to the nature of a lot of weaponmod errors.

Report message to a moderator

Sergeant Major
Re: "1.13" Mod - Main Thread[message #10401] Sat, 20 August 2005 15:41 Go to previous messageGo to next message
grindedstone is currently offline grindedstone

 
Messages:88
Registered:August 2004
Well mas would it be possiable for us to "customise" out sector layout or select what we wanna view

So we would have a click box to view

Small Arms
Heavy Arms
Attachments
Grenades
Ammo
Support (Medi kits, Repair Kits)
Armour

Or at least allow us to choose the order of which the items appear.

Report message to a moderator

Corporal 1st Class
Re: "1.13" Mod - Main Thread[message #10402] Sun, 21 August 2005 05:21 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
I've got some basic questions before I release the next version:

Obviously, reflex sights, reflex scopes and sniper scopes can't all be used at the same time. But can unscoped reflex sights be used on all weapons, or just rifles? What about the scoped ones? Now that we have reflex scopes should we still allow sniper scopes on all rifles and LMGs, etc?

Also I have the reflex scope currently giving half the bonus of the sniper scope in addition to the rod & spring bonus.

Should the duckbill range bonus be cumulative with the solid slug range bonus (so both together give a range of 24 tiles)?

Report message to a moderator

First Sergeant

Re: "1.13" Mod - Main Thread[message #10403] Sun, 21 August 2005 05:43 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
I think the way you have the reflex scope giving half the bonus while giving the rod and spring bonus is an accurate enough depiction.
A reflex sight; however, is different in that it allows the use of 'open' sights and with a scope mounted above. This configuration gives the shooter the option of either quickly sighting his target in without using the scope or using his scope in the normal way a scope is used. In effect it would either act like an AP reduction without the scope advantage or the scope advantage without the AP advantage (sounds like a tough one to code).

The duckbill should only affect buckshot. What this actually does is to funnel shot into a more concentrated (and often flatened) trajectory. Using a duckbill (or choke) you definately get greater range from shot but slugs behave the same.

Report message to a moderator

Sergeant Major
Re: "1.13" Mod - Main Thread[message #10404] Sun, 21 August 2005 06:04 Go to previous messageGo to previous message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
I'd suggest only allowing the sniper scope on sniper rifles and high-end /modern assault rifles advertised with WEAVER or STANAG (Standard NATO Agreement) rails.
- Just to make things interesting, make the scope a non-repairable item so that battlefield pickup won't be so convienent in drop all mode.
- The sniper scope could be more expensive than it is now, say by twice. In addition is there any way to stop Tony from buying them when they fall below 75%?
- I agree about the penalty with sighting through the Sniper Scope. Is there anyway to start the adding of AP to a shot at 3 instead of 1? (Either snap shot with no additional points or start adding at 3 minimum.)

By the same token, the Scoped Reflex sights sound like the ones that some modern Assualt Rifles have built in (see. South African CR-21) or the Elcan 3.4X in use by Canadian Forces or British SUSAT 4X which are mounted on standard type mounts (STANAG?). These are supposed to increase sighting speeds, while providing magnification. Complaints by the end users aside, I believe these are supposed to be more durable than true sniper scopes in 8x + range. I suppose these should be repairable as they aren't in the "high-end" optics class.

Reflex scope, those are useful for handguns, SMG's and carbines right? Pure speed bonus on targeting?

Technically, any weapon with a mounting rail could take any compatible sighting aid, but this would have game play implications.

I

Report message to a moderator

Lieutenant

Next Topic: .edt to .xml conversion
Goto Forum:
  


Current Time: Fri Apr 19 23:41:19 GMT+3 2024

Total time taken to generate the page: 0.02469 seconds