Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab » 1.13 Item Stats & Requests Thread
1.13 Item Stats & Requests Thread[message #11004]
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Wed, 07 September 2005 04:28
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Madd_Mugsy |
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Messages:634
Registered:July 2005 Location: Canada |
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Hi Folks :wave:
This post is for everyone who's got an request for a new item, attachment, weapon, ammo, armour, explosive or other gear for use in the 1.13 mod, which allows for up to 5000 items.
Please include pictures (or at least links to pics), stats and a general description of the item you'd like to see added.
Stats should include:
Name
Type of item
Weight
Price
Progress Level (when it appears in the game, 1-10)
# per pocket
For weapons:
Weapon type (assault rifle, submachinegun, pistol, knife, etc.)
Ammo caliber
Mag. Size
# APs to ready weapon
# Shots per 4 turns
# shots per burst
base autofire AP cost
# autofire shots per 5 APs
damage
deadliness
sounds to use
range
# APs to reload
Plus any other relevant bonuses or details of the item.
I'll try and get as many of these into the mod as I can. Anything really fancy will probably require some coding, but once the xml data files are released, you should be able to add most items yourselves
This thread is also meant to be a place for everyone to discuss item stats and act as a general resource for new items for the game.
Cheers,
MM
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Re: 1.13 Item Stats & Requests Thread[message #11006]
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Wed, 07 September 2005 05:07
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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Hi muggsy
thx for this thread, i`ll post the basic list of weapons i have thought of myself
Sig P226
Sig p228
Sphinx
HK USP D
HK MK 23
Taurus raging Bull BR
anaconda US graphic still needed
Python graphic still needed
PM RU
PMM
TT-33
Gyurza
Grach
SMG`s
HK Mp5a3
HK Mp5SD6
Famae SAF
Klin
Kiparis graphic
PP-90
PP-93
Bizon/ Bizon 2
PP Gepard
INTRATEC TEC-9
fmk-3
steyr tmp/ MP9
steyer aug para
Cz skorpion
mpl graphic
aek 919k graphic
pp2000 graphic
HK PDW
rifles
m98 mauser
SVT tokarev
m1 carbine
m1 garand
AR`s
Type 95 6.8mm
AK-100 series
AK 47
AK 47s graphic
AKMS
Sig 550
Sig 551
Sig 552
g36
g36k
g36c
Sa Vz 58
Valmet sako 76
valmet sako 95
FNC
FN 2000
FN Skar graphic in progression
g36
sa 80/ l 85
insas
galil
an-94
aek 971
oc 14 groza
as val
9a91
SAR 21
daewoo k1 und k2
sig 540
sniper some graphics still need to be made
AWM
KSVK/ OSV-96
PGM UR Hecate 2
barrett m82
steyr scout
unique alpine tpg-1
FN Police
saco trg
PGM Mini hecate
psg-90
msg-90
wa 2000
amp-ts-dsr NO1
parker hale m82
fn spr
chey tac intervention
svu
svd
svds
vss
vsk-94
sv-98
sig 550 sniper
zastava m76
LMG`s
RPK
RPG
M-60 graphic
FN Mag
mg36
mg43
PKM
Pecheneg
hehe i know that`s quite a list, however other people will like other stuff so i`ll probably ditch what i don`t have the images ready yet
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Sergeant Major
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Re: 1.13 Item Stats & Requests Thread[message #11011]
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Wed, 07 September 2005 06:39
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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hi muggsy
will you use the pics for the mp-7 that i sent you? are they allright?
mp5a3 has a collapsible stock wihle the mp5a2 has a fixed stock. Maybe there are differences in trigger units as well i don`t know
the mp5sd6 looks imo better ingame (don`t really knwo the differences)
7.62*54R is Russian Long Rifle ammo
Dragunov SVD, SVU, SVT, Mosin Nagant, PKM, Pecheneg use this ammunition
AKM, RPK, SKS use 7.62*39 (aka 7.62 WP in ja2)
there are different versions of SV-98, but yes there is one in 7.62*54R
i won`t have much time in the next days, but i have pictures for most of the weapons ready. Sniper rifles are a bit tricky though, and some weapons themselves just weon`t look good in ja2
(for example the AK 107)
in order to implement the guns on that list, we`d need a couple of new ammo types
7.62*54R
5.8*42 Chinese
.388 lapua
.54 ammo for the raging bull
various pistol calibers for the sig guns, the revolvers and the russian guns
PM and PMM submachine gun ammo
ah, yes, i forgot the PSM compact pistol in the above list
it would have its own caliber as well
also, some large caliber sniper ammo (.50 bmg you have already)
then the ammo for cheytac sniper rifle and the 12,7*105 or so for the OSV-96/ V-94
so unless it is possible to make tons of new calibers, i can forget about most weapons on my list
since you have externalised all data, i could see what i can add myself and not waste your time.
i`ll add a list of attachemnts to my weapons list. and of course the corresponding ammo
assault rifles, submachine guns (in 9mm) and LMG`s come in handy as most of them work with existing ammo types
more of a hassle are pistols and sniper rifles
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Sergeant Major
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Re: 1.13 Item Stats & Requests Thread[message #11012]
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Wed, 07 September 2005 07:19
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Madd_Mugsy |
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Messages:634
Registered:July 2005 Location: Canada |
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Scorpion,
Yes, I got your MP-7 pics. I'm using the big one, but the smaller one was a little fuzzy. I put one in from the NightOps mod that was clearer. (Hope you don't mind) But your big pic was much better than theirs
It IS possible to have a ton of new calibers. I just added one last night, 4.6mm, just using the externalized data files.
We'll need some new sounds for all the different calibers though. We can basically have one single shot sound and multiple burst sounds (one for each # of bullets fired).
The burst sounds are externalized, but the single shots are not (yet). I'll see how much time it'll take to get them out, and they'll either be in the next release or the one after. For now, I'll need to hardcode the new single shot sounds.
But yeah, totally doable.
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Re: 1.13 Item Stats & Requests Thread[message #11013]
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Wed, 07 September 2005 07:27
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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small pics usually need to be ingame tested. I didn`t test it, it sucked... my bad
but to have as many calibers as you want is absolutely great. Believe it or not, this has been a major pain in the back during the whole time we`ve modded ja2
i gotta finde the pics for the ammo though... it`s usually harder to obtain good ammo pics than weapon pics
oh yeah, i`m thining and rethinking about attachment ideas so i might just as well post a list of ideas once i have some new ideas
i guess most stuff will be riflescopes/ laserpointers or some optics like that
this will allow more balancing, because raising the number (of especially assault rifles), the differences between the guns remains hardly visible for the player
so new attachemnts are a way to deal with the loss of differences between guns
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Sergeant Major
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Re: 1.13 Item Stats & Requests Thread[message #11014]
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Wed, 07 September 2005 09:38
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Lochmacher |
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Messages:53
Registered:March 2005 Location: Tacoma, WA US |
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Part of this coincides with my post in the 1.13 Features forum...
Items (non-combat):
Training aids:
-Targets and target ammunition (speeds up Marksmanship training, each adding a slight percentage to the speed, more when used together).
-Weights would increase Str% and, to a lesser extent, Health%.
-Jump-rope would increase Agility% and Health% (lesser).
-Manuals would increase Teaching% and Wisdom% (lesser).
-Speedbag would increase Dex% (unsure about this one).
Non-Training aids:
-Scuba gear would increase swimming speed and make it quieter.
-Tactical harness would decrease AP cost for [accessing inventory**] (**yet to be implemented, no?).
-Climbing hooks/rope would decrease APs for mounting roofs/ would allow access to 2nd floor rooves (might cause more bugs!!).
-Binoculars would increase daytime viewing distance, but only when the merc "shoots" them and even then only in a forward arc (would be silent and might even have different types/ranges).
-Bandoleers/tactical vests that would allow for more ammo to be stored (2 clips more in a large slot) as well as quicker reloads in combat and 2APs less for a grenade toss (tacvest only?).
-Drill would have different bits that would allow a merc to peek through a wall/door in an extremely limited arc and distance and also would "pick" the lock, but very loudly (bits determine what materials it's effective on and cannot be repaired. Also, drill requires special battery).
-Mining lights would allow one to see in the mines, as both NVG and UVG would become useless/less useful in perfect darkness (the head-strap only kind, not the full safety helmet).
-Collapseable Medical Gurney/harness would allow you to drag mercs to safety when you don't have the luxury of waiting (highly dubious on this one...).
More to come!
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Corporal
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Re: 1.13 Item Stats & Requests Thread[message #11015]
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Wed, 07 September 2005 14:22
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DurtyDan |
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Messages:103
Registered:November 2001 Location: Oregon, USA |
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Just a small request from a gun nut and former soldier... Could all these great weapons have similar damage values with similar caliber types? This is one thing about JA2 and UB that has always annoyed me. Balance or game play should be second concern to authenticity, at least in many players' perspective. Cartridges from the same family fired in similar weapons should have very similar terminal ballistics. That is, if a M16A2 has a damage of 30, the M4 should have a 30 as well. I can assure you from experience in Bosnia and Iraq that there is no difference in what the guy on the other end feels in a 3-rd burst from an M4 or an M16. I can also personally attest that the M4 has just as good of effective range as the M16A2, as I competed in the US Army's EIC competition (and placed) with the M4 in 2001. The same with the various 7.62 NATO, 9mm, .40 cal, 45 cal, etc. Silenced versions should have much lower performace, to reflect the use of subsonic ammunition and the various suppression devices.
Sorry for the speach(I'll get off my soap box), but I'm not sure that there needs to be any real differences in the guns, other than the preference that the player has. Attachments and limited availability seem like a good way to give playability to the game, without giving up authenticity.
BTW, I love the idea of automatic grenade launchers. The MK19 is not exactly portable (it sports over 150 lbs with tripod and ammo), but its effects are simply devistating. Again personal experience talking here, but one of these with lots of ammo can dominate an area 45 degrees wide to 1500 meters in range. Those 40-rd belts are very heavy, and the weapon can be finicky on the lubrication. This weapon would truly unhinge the ballance in the game tho....If there is a way to have a static emplacement (like Silent Storm), this would be somewhat realistic to use.
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Sergeant
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Re: 1.13 Item Stats & Requests Thread[message #11041]
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Mon, 12 September 2005 06:59
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DurtyDan |
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Messages:103
Registered:November 2001 Location: Oregon, USA |
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@wil473..
That fire control module they are talking about on the F2000 is basically a miniturized version of the HUD (head up display) on a jet fighter, or the GPS (gunner primary sight)on a modern main battle tank. Basically, it uses a laser to "paint" the target, then returns a range to a miniture ballistics computer, which then adjusts the aim point reticle to compensate for the projectile drop at that range. Tanks use a much more complex system that takes into account wind direction/velocity, barometric pressure, propellant temperature, target movement, etc.
It basically takes range estimation out of the shooting/targeting process. Since the rifle-launched grenades are low-velocity weapons, the range calculator would be a huge improvment for long range, first-round hit probibility. With a conventional grenade launcher, it is best employed in pairs- a spotter observes the first round impact, the shooter then reloads quickly to re-engage, with a corrected range applied to the flip-up ladder sight.
Good stuff here (but VERY expensive, i'm sure), not sure how to input it into JA.
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Sergeant
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Re: 1.13 Item Stats & Requests Thread[message #11043]
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Mon, 12 September 2005 08:08
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rayski |
Messages:4
Registered:September 2005 Location: Canada |
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hi everyone, this may be a weird request & i don't even know if this is the right place to post it but pls bear with me, i'm a noob. i'd like to ask Madd_Mugsy if he still have a 1.13 pre-xml version & if you have, can make it available for dload as well. thanks
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Civilian
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