Home » MODDING HQ 1.13 » v1.13 General Development Talk » "1.13" Mod - Main Thread
Re: "1.13" Mod - Main Thread[message #10404] Sun, 21 August 2005 06:04 Go to previous messageGo to next message
Wil473

 
Messages:2861
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


Re: "1.13" Mod - Main Thread[message #10405] Sun, 21 August 2005 06:31 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:636
Registered:July 2005
Location: Canada
Khor,

Done. But after testing the change for the sniper scope + reflex sight, it turns out that it doesn't work... and won't work, due to the way by which APs to attack are calculated. What I can do though is make it so that the reflex sight bonus only applies to bursts/auto-fire when a sniper scope is attached.

wil473,

I don't think I can easily change the way aps are added when aiming.

Your suggestions give me another idea. Since we can't do the max durability thing, how about this:

1) Dealers won't buy items < 75% status
2) All items dropped by enemies are not repairable

This would give an extra level of strategy and force the player to actually purchase good items.

EDIT: I take it back. It would require a lot of recoding to make shop keepers accept items of only certain quality. It's also not an easy task to provide a graphical indication of whether an item is repairable, so you'd have a hard time knowing whether you could repair something or not.


Re: "1.13" Mod - Main Thread[message #10406] Sun, 21 August 2005 08:50 Go to previous messageGo to next message
Wil473

 
Messages:2861
Registered:September 2004
Location: Canada
Sounds like a


Re: "1.13" Mod - Main Thread[message #10407] Sun, 21 August 2005 08:58 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:636
Registered:July 2005
Location: Canada
I don't think that that would be possible with the externalized data. It would require adding code to the gun firing methods to reduce the item's status.

Anyway, I'm uploading the new build now. It _should_ be compatible with the last release, since most of the changes were new items or item functionality changes.

Changes include:

- added flash suppressor, eliminated muzzle flash for dart gun
- silencer acts as flash suppressor
- silencer and flash suppressor not compatible
- flash suppressor doesn't work on pistols or shotguns
- shotguns shoot further with solid slugs (20 tiles)
- shotguns shoot further with duckbill (4 tiles) (not cumulative w/solid slugs)
- added reflex sight and scope which give rod & spring bonus (cumulative with rod and spring)
- can't use reflex sight w/reflex scope
- reflex scope gives half sniper scope bonus
- reflex sight usable w/sniper scope, reflex bonus does not apply to single/aimed shots
- sniper scope not available on shotguns, LMGs, type-85 or AKSU 74 (use reflex scope instead)
- reflex scope not available on sniper rifles (use sniper scope instead)
- enemies with sniper rifles always use sniper scopes
- falling backwards animation enabled

EDIT: new version's up!


Re: "1.13" Mod - Main Thread[message #10408] Sun, 21 August 2005 09:10 Go to previous messageGo to next message
Wil473

 
Messages:2861
Registered:September 2004
Location: Canada
Sorry, didn't see your post there while editing my last one. Is the barrel extender range value and permanent mount flag part "externalble?" If so, then the barrel extender which already wears out and even falls off on its own, could be hacked by non-programmers into a QRBarrel. Then again, I don't know what the source code will and won't allow. The new version is out early. Thank-you, this will keep me quiet for a while.


Re: "1.13" Mod - Main Thread[message #10409] Sun, 21 August 2005 09:18 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:636
Registered:July 2005
Location: Canada
The barrel extender range is not externalizable (not yet anyway, I'll look into it, along with some of the other constants). Not sure about the permanent status of the extender though.


Re: "1.13" Mod - Main Thread[message #10410] Sun, 21 August 2005 10:54 Go to previous messageGo to next message
Wil473

 
Messages:2861
Registered:September 2004
Location: Canada
Not sure if this helps any, but I noticed that when using wedit+GUI on the 1.07 exe, when I renamed the rod&spring and extenders (into a "red dot" and a


Re: "1.13" Mod - Main Thread[message #10411] Sun, 21 August 2005 11:02 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:636
Registered:July 2005
Location: Canada
Found a (minor) bug. Fixed it. New download available now.

The sniper rifles weren't always getting sniper scopes like they were supposed to. All fixed.


Re: "1.13" Mod - Main Thread[message #10412] Sun, 21 August 2005 13:20 Go to previous messageGo to next message
Khor1255

 
Messages:1829
Registered:August 2003
Location: Pleasantville, NJ
wil473

Wedit and the other .exe hacking tools can easily screw up a whole weaponmod when you make certain changes. If you make the wrong change to an item (or especially if you add a new item to the list by using unused slots these editors tend to 'offset' weapon stats so that a host of really strange anomolies occur throughout you're weaponmod. The problem is, most of us don't know exactly which changes to stay away from to avoid ruining all our work. This is a source of continuing frustration to those of us who don't understand much about computers and the reason it would be such a great thing to have this data clearly externalised.
My mod; for example, is spinning wheels until I can figure out how to get the weapon changes in that I need to make an acceptable depiction of the weapons I'm trying to use.

Forgive me if you already know this but I thought I'd say for the record what Mugsy plans to do with externalising the code will be a Godsend to all future projects. I'm brimming with anticipation.
Re: "1.13" Mod - Main Thread[message #10413] Sun, 21 August 2005 14:34 Go to previous messageGo to next message
grindedstone

 
Messages:90
Registered:August 2004
Madd Mugsy, your a Demi-God If not a vomplete god Razz
Re: "1.13" Mod - Main Thread[message #10414] Sun, 21 August 2005 14:56 Go to previous messageGo to next message
Wil473

 
Messages:2861
Registered:September 2004
Location: Canada
I can't argue with either points. I'm just shocked that all of this has been done in such a short time. At the very least it looks like you'll get your OICW working before the Americans decide to revive the real program(or cancel it for good).


Re: "1.13" Mod - Main Thread[message #10415] Sun, 21 August 2005 17:59 Go to previous messageGo to next message
Khor1255

 
Messages:1829
Registered:August 2003
Location: Pleasantville, NJ
Great work on the shotguns. They now have a real use in the game.
I can't use Proedit with this new version. I have a strong feeling that I just need an updated Prof.dat, Itemsdesc.edt, and Braydesc.edt but where do I get these?
I was also wondering if you updated the source download at you're site.
Thanx.
Re: "1.13" Mod - Main Thread[message #10416] Sun, 21 August 2005 22:33 Go to previous messageGo to next message
Phantom

 
Messages:66
Registered:November 2001
Location: behind you ...
here are some ideas for the Prof.dat files, modified for difficulty level:

***
Prof1.dat = novice
all AIM mercs have waived their medical deposit;
all AIM's, MERC's, RPC's & IMP's have "need for sleep" reduced by 1

Prof2.dat = experienced
(no changes)

Prof3.dat = expert
all AIM mercs now require a medical deposit.
Furthermore, all AIM & MERC personnel have 10 less WIS stat

Prof4.dat = insane
as "expert", above;
Additionally AIM mercs quit sooner (2/3 death&reputation values);
Plus all AIM personnel refrain from targeting livestock or civilians - yes, even Buzz - reflects AIM policy!
***

If you didn't want to do this yourself, I can email the Prof files to you.
Re: "1.13" Mod - Main Thread[message #10417] Mon, 22 August 2005 00:32 Go to previous messageGo to next message
flybyu

 
Messages:44
Registered:August 2005
Location: Indiana U.S.A
Quote:
Originally posted by Khor1255:
I can't use Proedit with this new version. I have a strong feeling that I just need an updated Prof.dat, Itemsdesc.edt, and Braydesc.edt but where do I get these?
I was also wondering if you updated the source download at you're site.
Thanx.
Same here MM

Hay Great work everything is running great.
When will Bear Pit post this mod on the mod page?
Re: "1.13" Mod - Main Thread[message #10418] Mon, 22 August 2005 02:31 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:636
Registered:July 2005
Location: Canada
Not sure why proedit isn't working for you. It works fine on my pc. What error message are you getting? Make sure you've got the latest itemdesc.edt and braydesc.edt files in there (everything's in the binarydata folder), and the prof*.dat and proedit.exe files are the same as the last version.

Source is up to date, except for the sniper rifle fix, which I can just post here (it's just two lines) if you want it.

idkfa,

Super! If you could send me those files, I'll put them in the next release. Thanks! BTW, do you think there should be any changes to the mercs' equipment at each difficulty level? (ie: Igor on Insane, his barracuda and steel helmet can usually be replaced or outclassed after killing just 1-2 enemies in Omerta)


Re: "1.13" Mod - Main Thread[message #10419] Mon, 22 August 2005 02:58 Go to previous messageGo to next message
the scorpion

 
Messages:1838
Registered:September 2004
Location: CH
Hi muggsy

finally got around to install and play it on insane level

had a look into files as well. hope we can edit most weapon data because the UB weapon additions (apart from AS Val and PSG-1) were a bit unfortunate in my taste

btw what editor should we use to change the weapons and cities.dat tabledata?

if i notice something about the gameplay during testing i`ll post it here

*edit*

insane difficulty: i think this should be combined with a serious workover of maps and in particuliar, enemy behaviour scripts. other than that, the result will be that the enemy`s turn take very long, the battles bacoma a bit static and end up as UC style carnages --> goodbye tactics

but this is just the impression from battle at drassen airport so maybe i`ll get more patience once i`m used to waiting
Re: "1.13" Mod - Main Thread[message #10420] Mon, 22 August 2005 03:02 Go to previous messageGo to next message
flybyu

 
Messages:44
Registered:August 2005
Location: Indiana U.S.A
itemdesc.edt and braydesc.edt files dated 8/20/05
it shows in the mercdump text file the changes but its not doing anything in the game.

Prof file 8/21/05

It says its done when I hit export button
it says cannot open mercimport.csv when I hit the import button. which is it?

Before I hit export and it worked but nothing in the new D/L
Re: "1.13" Mod - Main Thread[message #10421] Mon, 22 August 2005 03:35 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:636
Registered:July 2005
Location: Canada
flybyu,

Hmmm. Not sure about the import/export thing. That happens to me too. It saves and loads ok though. It may have broken when I added all those new items...

You should be able to just use your old prof*.dat files from the last version with this version, however. In fact, that should always be the case, as I can't make changes to the prof*.dat files or the game crashes when starting a new game.

So if you've got your old prof*.dat files just use those.

scorpion,

Just use notepad.

What kinds of changes would you suggest to the enemy behaviour scripts?


Re: "1.13" Mod - Main Thread[message #10422] Mon, 22 August 2005 04:13 Go to previous messageGo to next message
the scorpion

 
Messages:1838
Registered:September 2004
Location: CH
on a default ja2 map, most enemies are set to very general scripts like "on guard" or "on call"

once a high number of buildings and/ or soldiers are present, this frequently causes long (actual time) enemy turns and a static battle.


I guess a mapmaker should help you with setting more enemies to "stationary" and other simple and defined scripts so enemy turn won`t last as long and the battle will cover more of the area of an actual map

obviously, i`m not thinking of changing the scripts themselves, but for INSANE difficulty, it might make the battles more tactical to adjust enemies.

i guess i will play more and see how it turns out. i just fear i need long for each map playing on insane difficulty.

so, no further premature comments from me (apart from the fact that i like the full auto feature)

can`t wait to see the new attachments to guns. will the enemy automatically equip with those or can i buy them at BR`s?
Re: "1.13" Mod - Main Thread[message #10423] Mon, 22 August 2005 04:46 Go to previous messageGo to next message
Khor1255

 
Messages:1829
Registered:August 2003
Location: Pleasantville, NJ
The import/export buttons have never done anything to my knowledge. But when you Save you're Proedit changes they should overwrite whatever was there before. This is not happeneing in the newest version.
I'm sure it has to do with the Prof.dat, etc. I didn't change Prof.dat4 to Prof.dat last night but did just now and it still does not accept the changes I made. Proedit is not working for this version (and the date modified on the file was 8/15/05 not the twentyeth) and I'm afraid if I load the old Prof.dat those cool changes you just made won't work.
Re: "1.13" Mod - Main Thread[message #10424] Mon, 22 August 2005 05:10 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:636
Registered:July 2005
Location: Canada
khor,

Very strange, as mine seems to be working fine, and I didn't make any changes to that part. Are your renaming prof4.dat to prof.dat, starting proedit, making and saving changes, and then renaming prof.dat back to prof4.dat?

scorpion,

The enemy will use them automatically and you can buy them at BR's.


Re: "1.13" Mod - Main Thread[message #10425] Mon, 22 August 2005 05:56 Go to previous messageGo to next message
Khor1255

 
Messages:1829
Registered:August 2003
Location: Pleasantville, NJ
Sorry Mugs. My mistake. I forgot to name the file back to Prof4.dat.
I'm writing a readme now that I'll put in the Binarydata folder so this doesn't happen again.

The shotguns are AWESOME!!! I'm thrilled that in you're version they finally have a use that might justify keeping them around for a while. In reality, certain conditions make a shotgun the best toll for the job but as it was in Ja2 as soon as you got you're first SMGs shotguns became almost useless.
The other stuff I still haven't gotten a look at. But now that I can assign changed weapons at will using Proedit I'll check the other ones out.
Good stuff Mugs!
Re: "1.13" Mod - Main Thread[message #10426] Mon, 22 August 2005 06:08 Go to previous messageGo to next message
the scorpion

 
Messages:1838
Registered:September 2004
Location: CH
so, finished drassen airport on insane level

BR now available, i had a look at it: i think you used a picture for ak-100 something but it says Mp5a2 there

i`m not yet familiar with full auto feature but will go on trying it out.

and then having a look at the guns, their stats and their pictures ingame

btw find the 25 tiles range at bit high for the FN 5-7. off course 5.7mm is not a pistol round, but the 5.7 still is a pistol. I guess that range should be reduced
Re: "1.13" Mod - Main Thread[message #10427] Mon, 22 August 2005 06:35 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:636
Registered:July 2005
Location: Canada
Five seveNs have a range of 10 tiles, not 25. Are you using the latest weapons.dat?

The mp-5a2 uses the pic from UC.

I'm also tweaking the AI so enemies won't come looking for your guys quite so much.


Re: "1.13" Mod - Main Thread[message #10428] Mon, 22 August 2005 06:52 Go to previous messageGo to next message
the scorpion

 
Messages:1838
Registered:September 2004
Location: CH
Okay

it seems i don`t use the most recent version then

i just had an attempt at the second sector of drassen. i was outnumbered like hell. i guess INSANE difficulty is not the best setting to try out stuff...
Re: "1.13" Mod - Main Thread[message #10429] Mon, 22 August 2005 07:11 Go to previous messageGo to next message
Gincan

 
Messages:16
Registered:August 2005
Some tweak suggests,

-reduce mine income for Alma, Cambria and Grumm
they should supply enough to train and
maintain milita but you cant rely on them.
either make milita training more expensive or
lower the income so as it makes A differance
when trading stuff, Mikey never took any part
in my games before. Raise the value of blodcat
parts to fill the money shortage.

-Using chopper should only be possible when
supplying fuel to skyrider to reflect the
fuel shortage, riding chopper should be more
of A luxury, now you can use it for
transporting constantly, making the humvee
and icecream truck less desireble. Maybe
making it more
expensive to ride so you have to use other
means of transport.
Re: "1.13" Mod - Main Thread[message #10430] Mon, 22 August 2005 07:20 Go to previous messageGo to next message
Khor1255

 
Messages:1829
Registered:August 2003
Location: Pleasantville, NJ
These are other features that, were they externalised would make the game much easier to mod and therefore give us all the features we want (even if the features I want might be different than those you want).
Already, basic weapon stats are changeable using the two files Mugsy generously added in his download. When other data is also handled like this we'll be able to tweak this version to our hearts content.
Re: "1.13" Mod - Main Thread[message #10431] Mon, 22 August 2005 07:26 Go to previous messageGo to next message
the scorpion

 
Messages:1838
Registered:September 2004
Location: CH
what do i need to do to make my changes in weapons.dat and prof.dat work?

or, which prof.dat do i need to alter to change the mercenaires inventory in what difficulty setting?

you got it to work Khor?
Re: "1.13" Mod - Main Thread[message #10432] Mon, 22 August 2005 07:44 Go to previous messageGo to next message
Checkmaty
Messages:3
Registered:July 2005
I don't think enemy behaviour improvements should be restricted to one difficulty level. Sometimes you just want smarter enemies on the tactical battlefield without all the extra Map/difficulty changes.

Some behaviour changes if possible:

1.Have the enemy fire from behind hard cover and if possible, alternate between Prone/crouch/stand to pop off shots then duck back behind cover.

2.Should never have enemies out in the open unless there is no cover available. They should allways try to find and fire from suitable cover when in any kind of danger. They should be able to tell the difference between hard and soft cover. I always see enemy take cover behind tall grass or some kind of useless soft cover...they should only do this when there is no available hard cover.

3.Enemies should try to move from cover to cover when in combat.

4.Suppressing fire. Have enemies with high rate-of-fire weapons supress your squad. If they can't see you, they should fire in the general direction of your squad. This could also be used to improve Mortar behaviour.

5.Some kind of ambush behaviour? Enemies will wait behind cover and ambush your mercs when they get close.

6.Maybe some kind of advance group behaviour and maneuvers? Like having a group split into two with one laying down covering fire and the other assaulting/flanking. Probably too much to code though...

7.Give the AI the ability to heal eachother if they have medical supplies. This may effect the balance of the game?

8.Fallback/retreat behaviour could be improved. The death rate in JA2 IMO is way too high. Maybe have the enemies retreat and fallback more often when outgunned/outnumbered. Not sure how others feel about this though.

9.Better militia behaviour. The banzai charge tactic that the militia use is the biggest problem I have with the AI in JA2!!! Would be nice if the militia were atleast as tacticaly able as your enemies. Militia medics would be nice aswell, so I don't have to manually heal them with my merc after battle.


Other features that would be cool if possible:

10.The ability to use militia to attack towns(Up training cost) or add a super expensive/long training option to train regular soldiers that you can maneuver on the map. They will be controlled by the AI in any tactical battles. Leadership will be more important now. Upping the difficulty and amounts of enemy on the map would probably be needed for balance, insane difficulty looks good though...

11.Friendly NPC rebels or other parties that wander around on the map? Would be cool to run into battles where you can watch them duke it out instead of just Bloodcat vs enemy battles. I want to feel that there are other active things on the map besides just my mercs and enemy patrol/attack squads.
Re: "1.13" Mod - Main Thread[message #10433] Mon, 22 August 2005 08:46 Go to previous messageGo to next message
Gincan

 
Messages:16
Registered:August 2005
khor

See your point, realy I am not a modder but changing values within the .dat files is easy as log as it doesn
Re: "1.13" Mod - Main Thread[message #10434] Mon, 22 August 2005 09:38 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:636
Registered:July 2005
Location: Canada
Scorpion,

To get the weapons.dat changes to work, just save the file and start ja2.exe.

To get the prof1-4.dat files to work, you must start a new game. The 1-4 indicate the difficulty level (easy=1, insane=4).

Checkmaty,

1-3 are already being done by enemies.

4. Supressing fire is basically the same as the sniper code I've got in there already, and I did have it in there, but people were complaining they were being shot at and didn't know where from. Now just enemies with sniper scopes can shoot from out of range (hmmm... should I include the new ACOG scopes in this check?) Enemies also fire bursts more frequently, esp. in insane mode, where if they get within 10 tiles, autofire/burst is almost guaranteed.

5. I changed the ambush code so ambushes should happen more often in Insane. These are basically like the bloodcat ambushes though. It'd be hard to code in tactical ambushes, as every map has different good ambush spots.

6. I wish. Ideally, the enemies would form small fire teams of whoever's nearby and then stick together, covering each other and flanking the mercs (think Full Spectrum Warrior). The way the code is structured, it'd be hard to do this... Not impossible, however. I'll look into it some more...

7. There is some stuff in the code pertaining to medical attention. I think the devs either took it out because it was unbalancing the game (probably made it too easy, as you could just sneak around and shoot the medic & patient while they're busy bandaging), or they couldn't get it to work. Either way, it's not a high priority. Could be a good idea for militia though...

8. When they retreat, the enemies just run as far as they can from the mercs, not necessarily looking for the edge of the map. This is annoying as it means you need to hunt them down while they keep running further away everytime you get close. I'll see if I can increase the distance they try to run, and then make them run more often.

9. The militia actually use the same AI code as the enemies. (I think green militia = yellow shirt enemy, blue = red, and dark blue = black) They should be doing all the same new things that the enemies can do.

10. This would significantly change the way the game works, I think, as your mercs would be leading a small army around the map. I think it would probably unbalance the game too much.

11. Maybe...

Fume,

This would greatly increase the amount of micro-management in the game, as you'd need more mule-mercs to haul around stuff to sell somewhere else. A pain in the ass, if you ask me. I personally rely more on the mines' income and don't bother with running around selling things locally, unless it's convenient or very profitable.

I'd be more inclined just to increase the mercs' salaries in the prof.dat files; that way everyone can play the game the way they want to.


Re: "1.13" Mod - Main Thread[message #10435] Mon, 22 August 2005 09:52 Go to previous messageGo to next message
Khor1255

 
Messages:1829
Registered:August 2003
Location: Pleasantville, NJ
Scorpion

This is the readme I made for Mugsy's Proedit (please let me know if it is confusing or insufficient):


In order to make changes using proedit
you must first change the appropriate
Prof.dat file for the difficulty level
you're playing the game at:

Prof1.dat = Easy
Prof2.dat = Normal
Prof3.dat = Hard
Prof4.dat = Insane

1) Take the file that corresponds to
the level of difficulty you're playing,
copy and paste this to you're desktop
(or wherever) change the name to
Prof.dat then insert it back into the
game (allowing it to overwrite the
existing file).

2) Make you're Proedit changes. You
should change everything now because
once you start you're game those
changes are set.

3) Rename the Prof.dat file you
changed back to it's numbered version.


Checkmaty

I personally really like the AI being stupider with easier difficulty levels. Play the mod for a while and you will quickly see the AI doing thing that really keep you on you're toes. It is every modders wish (I think) to be able to make a version of Ja2 that is enjoyable to novice player as well as those of us who know the game well.
Apart from that I really like some of you're AI suggestions.


Mugs

Is there a way to alter the ammo stats yet? I've been working on importing my mod into you're .exe but since there are a few weapon caliburs that aren't used in WW2 I need to adjust them. I thought of just overwriting the .edts but since the clip sizes and even number of clip sizes per calibur are different I'm afraid of 'offsetting' the data and ruining my work like I've often done with W4st's weapon editor.
Just ignore this if it's something you haven't started working on yet. I don't want to waste you're time asking selfish questions for my own project.
Re: "1.13" Mod - Main Thread[message #10436] Mon, 22 August 2005 10:17 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:636
Registered:July 2005
Location: Canada
khor,

I haven't started on this yet. But it's on my list.


Re: "1.13" Mod - Main Thread[message #10437] Mon, 22 August 2005 10:23 Go to previous messageGo to next message
the scorpion

 
Messages:1838
Registered:September 2004
Location: CH
okay, thank you guys

i was able to change weapons stats but not their name and handed-ness (1 handed or two)

how can i do that? (is there something about SZweaponname that i should know?)

btw is there a way i can add 75 shot wp drum magazines to that exe?

cuz i still wanna add RPK and RPD
Re: "1.13" Mod - Main Thread[message #10438] Mon, 22 August 2005 12:36 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:636
Registered:July 2005
Location: Canada
szweaponname doesn't do anything. I don't actually know why it's there. Handed-ness will be changeable when the first batch of new externalized files comes out. (Next big release, I'm thinking - but probably not for a couple weeks)

75 rd WP drums are already in the mod (The RPK uses them). If you want the RPD too, just try replacing some gun that's already in a high progress level (like the g36c/k, for example) with the RPK stats, and change the *desc.edt files and the image stis for now.

Or you could point me to some RPD pics and stats, and I could add it into the mod. We only have 3 LMGs right now anyway.

BTW, not sure if I mentioned this before folks, but you can now wear gas masks and goggles at the same time.


Re: "1.13" Mod - Main Thread[message #10439] Mon, 22 August 2005 17:09 Go to previous messageGo to next message
flybyu

 
Messages:44
Registered:August 2005
Location: Indiana U.S.A
Khor1255 I did what you said and it works for me also, so that means that Proedit is not recognizing Prof1-4. So it would need to be added to Proedit to know that there are 4 more Prof Files. Now is that possible?
Re: "1.13" Mod - Main Thread[message #10440] Mon, 22 August 2005 17:38 Go to previous messageGo to next message
Khor1255

 
Messages:1829
Registered:August 2003
Location: Pleasantville, NJ
I don't understand what you mean by 'it would need to be added to Proedit to know that there are 4 more Prof Files? Mugsy's version of the .exe recognizes all four of these Prof.dats and uses them for the various difficulty levels. However, Proedit only recognises the original file name (Prof.dat) and this is why you have to name the file that corresponds to the difficulty level you want to play to Prof.dat, then edit it with Proedit, then rename it again to it's proper difficulty level filename.
Have you named you're file, edited it then renamed it back? If you have everything should have worked fine. I believe Mugsy's version only recognises the new 1-4 Prof.dat files and the old Prof.dat is there just so you can use Proedit.
Re: "1.13" Mod - Main Thread[message #10441] Mon, 22 August 2005 21:27 Go to previous messageGo to next message
grindedstone

 
Messages:90
Registered:August 2004
Would it be possiable to edit the AI so their guns arnt always fully loaded(before they start shooting)/ammo clips aint always full
Re: "1.13" Mod - Main Thread[message #10442] Mon, 22 August 2005 21:35 Go to previous messageGo to next message
the scorpion

 
Messages:1838
Registered:September 2004
Location: CH
oh right! itemdesc.edt and braydesc.edt. szweaponname is to know which gun it is i guess...

i really seem to have an older version. are planning to upload a new version soon? otherwise i`ll get myself the current version

that`s what i`m trying to do. BTW i can edit the progresslevel manually (assuming it is still the same table as it is in original ja2)
Re: "1.13" Mod - Main Thread[message #10443] Tue, 23 August 2005 02:19 Go to previous messageGo to previous message
Madd_Mugsy

 
Messages:636
Registered:July 2005
Location: Canada
Scorpion,

Progress level, item weight, price, and lot of the other attributes are not in the weapons.dat file because they apply to all items. This will be this first thing I externalize.

Grindedstone,

Really? I never noticed this. I'll look into it.


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