Home » MODDING HQ 1.13 » v1.13 General Development Talk » "1.13" Mod - Main Thread
Re: "1.13" Mod - Main Thread[message #10604] Wed, 31 August 2005 19:00 Go to previous messageGo to next message
Snap

 
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Quote:
Originally posted by Madd Mugsy:
As for AI snipers, I noticed that I missed checking for a decent chance to hit before a sniper takes a shot.
Ah, that's what I thought. It seems to me that JA2 AI isn't very sophisticated - it's basically a cascade: if it doesn't do one thing, then it will do the next in line, or the next, etc. Oh well.

BTW, does AI try to avoid standing in the light in 1.12? I've seen some code that is supposed to do that (for enemies on red alert only), but I wonder whether it actually makes a difference.

Quote:
Speaking of which, what are opinions on supression fire like? I think I could add it in for LMG type weapons using code similar to the sniper code.
Hm, not sure. Make it affect morale depending on experience? (Cowards get double penalty, of course.)

Quote:
What kinds of things would you guys like to see in an ini file exactly?
- A scale for skill progression. As Khor suggested in another thread, skills may improve too fast, especially in densely populated mods. Then again, you initially made skill progression even faster than in the original, so opinions differ. That's just the kind of thing that would be best left as an option. Could be implemented as a percent fraction - from, say, 10% (or whatever is reasonable) to 200%. 100% is the default.

- Zero skills can improve (yes/no)

- A scale for enemy population. Some like to have lots and lots of enemies, others find it too hard or too tedious.

- A scale for mine income, perhaps? Might be too tempting Wink

- New and improved Bobby Ray's vs. Bobby Ray's Classic Smile

- Hearing noises reveals hidden enemies vs. the older, more primitive but arguably more realistic implementation.

- Critical hit scale or switch, for those who like FPS-style gamplay Razz
Re: "1.13" Mod - Main Thread[message #10605] Wed, 31 August 2005 22:10 Go to previous messageGo to next message
flybyu

 
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Registered:August 2005
Location: Indiana U.S.A
I took all burst fire off all weapons that did not have burst fire. Just Full or semi-auto.
Man you want to talk about war bullets flying everywhere those words COVERING FIRE comes real now.
I have see an npc empty an HK-21 I mean none stop I bet in real life he would have been thinking about replacing that barrel very soon. And yes if you or mercs are not by good cover you will die. Snipers Heck you don
Re: "1.13" Mod - Main Thread[message #10606] Wed, 31 August 2005 23:44 Go to previous messageGo to next message
the scorpion

 
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something else that used to be discussed but was bever made: when a merceanry has 2 MAC-10`s for instance and goes full auto...

...can he fire from both weapons?
Re: "1.13" Mod - Main Thread[message #10607] Thu, 01 September 2005 01:22 Go to previous messageGo to next message
grindedstone

 
Messages:90
Registered:August 2004
the scorpion, to the best of my knowledge, this isnt done in anything but first person shooter games, the recoil on em make it more dangerious for the person firing than the person getting fired at (yes that was a joke - just saying it is so damned ineffective) however if you mean take a birst from one THEN the other yes that would to more realistic and quite interesting, and proberbly fun

A thought on the c-mag issue, is it possiable so the c-mags are like attachments such that you need to "fill up" your c-mag with 5.56mm mags, and when you goto unload your c-mag u get a series of 5.56 out, bit like taking ya 40mm nade out?
However that would require the stacking or multiple application of attachments as i suggested before if backpacks were to be introduced.
This idea may be for another time once all the easy ideas are gorn and its time to think about those three-week-to-do ideas
Re: "1.13" Mod - Main Thread[message #10608] Thu, 01 September 2005 02:27 Go to previous messageGo to next message
gmonk

 
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Registered:April 2002
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I noticed a weird issue with the 5.56mm 200 rd box. If you fill it up by picking up another box and dropping it into the 'Examine view' slots it actually removes ammo from the first box instead of adding to it.
Re: "1.13" Mod - Main Thread[message #10609] Thu, 01 September 2005 02:40 Go to previous messageGo to next message
surefire

 
Messages:15
Registered:August 2005
@Khor & MM on the ja2edt,

Sorry i didn't know this ja2edt before, i'll make a study of it. Thanks a lot to you!

@MM on the LMG supression fire opinion,

I think reusing the sniper code should do well for LMGs since enemy snipers had been doing this damn well by now Very Happy , another two factors should be the accuracy threshold(for instance 1% or 5%) and # of bullets enemy machine gunner would fire for a supression firing(for instance 20 bullets per time). These two factors can be put into that ini file.
Re: "1.13" Mod - Main Thread[message #10610] Thu, 01 September 2005 03:04 Go to previous messageGo to next message
Khor1255

 
Messages:1829
Registered:August 2003
Location: Pleasantville, NJ
I think supression fire should definately exist and; to my knowledege, the way the mercs already deal with it seems realistic enough. The one thing I would change is when brave or high level mercs are under supression fire they lose some APs (presumably from fear), I think this should only apply to cowards and incrementally to lower levels.
For instance:
1st level = 100% of whatever the AP penatly is. Cowards at first level = 160%.
2nd level = 80% the AP penalty, 90% for 2nd level cowards.
3rd level = 60%, 70% coward.
4th = 40%, 50% coward.
5th = 20%, 30% coward.
At 6th level this penalty is removed for non cowards and reains at 20% of the AP reduction for cowards reguardless of their level thereafter.


As for skill progression being adjustable, this could serve to give every player the game they want. If you could make it toggleable that would be the best possible solution. I'm of the mind that skills with zero stats apply to people who have some kind of mental bloc about learning this skill (hemphiliacs having zero Medical for instance). Having this being adjustable via Proedit solves this problem for anyone who doesn't want untrainable skills (I used to feel this way).


A way to adjust fire rates of all weapons would be awesome for the weaponmod. I know I've asked this before, but being able to have Full Auto only would allow for weapons that have this shortcomming. Of course, burst fire penalties would apply but maybe people with autofire skill could coax single shots?
Anyway, I think double handed machinegun bursts should be allowable but with a substantially increased autofire penalty (at least 200%).


Noises giving away friend or foe is theoretically possible but so many variables would have to contribute to this it is tricky. However, if you could code in a recognition of which type of ammo is being fired, this might not only reveal enemies in certain situations but also clue players in to which type of weapon they're up against. I don't mean revealing through text the specific weapon only the ammo type. This last idea is way down the wish list though and maybe not worth much time trying to implement.
Re: "1.13" Mod - Main Thread[message #10611] Thu, 01 September 2005 04:14 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:636
Registered:July 2005
Location: Canada
Wow, you guys have some serious requests here.

The INI file: I'll see what I can do for this, but it may not make this release.

I will be removing the skill training increase and replacing it with Snap's suggestions in the other thread. A multiplier could be put into an ini file easily enough in the future.

Bobby Ray's: I've removed the "Good" setting, and replaced it with "Normal", which is the same as the default JA2 BR. (BTW, the "Good" setting only had better quality used items anyway)

Hearing noises: Yes, the Extended Ear locator can go into an ini file, but I'm not going to identify ammo being fired (too much work).

Two-handed bursts: This is definitely not going to happen. There is _way_ too much code depending on the bursting gun being in the top hand slot.

Suppression fire:

Done. Enemies must have a better than 10% chance to hit, must have an auto-fire capable weapon, must have more than 50 bullets in their gun, must be able to fire at least 10 bullets (no max) and the target can't be on a roof. Existing suppression fire code already handles morale, etc.

gpmg, I'll look into your issue with the ammo belt. It's probably something to do with the 255 bullets / clip limit.

I've reduced the number of enemies starting off on roof tops. While I've never seen them all up there in Alma or Meduna, it can be silly to watch 6 guys all huddled up on one building. Anyway, the chances of them starting on roofs have been (hopefully) reduced. However, the chances of enemies with sniper rifles and/or sniper scopes climbing onto rooftops have increased.

I'll see if I can get a merc to say something along the lines of "I've got a bad feeling about this..." when there are snipers dug in on the rooftops.

I've added a few on-screen messages as well. You'll see a quick "Sniper!" warning when an enemy sniper is taking a shot, so you'll know what's actually going on. There's a similar message for suppression fire.


Re: "1.13" Mod - Main Thread[message #10612] Thu, 01 September 2005 05:49 Go to previous messageGo to next message
gmonk

 
Messages:646
Registered:April 2002
Location: Newfoundland, Canada
The reduced chance of rooftop use is a good thing. In Grumm warehouse district I had *all* of the enemy (I think it was something like 12, plus Mike(!)) on the roof. They wouldn't come down at all. I picked off the two or three I could see and left the map and came back and they were all on the ground. I tried once or twice to get them while they were on the roof but 12 guys with sniper kit and SMGs were just too crazy.
Re: "1.13" Mod - Main Thread[message #10613] Thu, 01 September 2005 06:12 Go to previous messageGo to next message
the scorpion

 
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Registered:September 2004
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maybe you can force enemies with "stationary" order to remain on ground/ on roof where they were initially placed?

because AI going on roofs or climbing down at will can become a pain for a mapdesigner
Re: "1.13" Mod - Main Thread[message #10614] Thu, 01 September 2005 07:26 Go to previous messageGo to next message
Madd_Mugsy

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

Done! Stationary guys now have zero chance of rooftop climbing up/down when status is green. They might (small chance) still climb to investigate noises or hunt down mercs above or below them, however.

gpmg,

Some enemies are assigned a "sniper" flag if they climb a roof and are either Defensive or CunningSolo personality types. Snipers won't climb down. This was dumb on my part though, because you may, rarely, end up with a whole sector of defensive/cunning enemies who all end up being snipers, even if they only have pistols.

In the next release, any personality will be able to become a sniper, but they will only become one if they've got a scope and a gun with a range >= 30.


Re: "1.13" Mod - Main Thread[message #10615] Thu, 01 September 2005 07:40 Go to previous messageGo to next message
the scorpion

 
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thx! this comes handy once designing maps. because it`s strange to see the rooftop sniper that you manually placed in his spot climb down and seek the enemy

how much AP does the AI use to get on roofs? same as mercenaries i guess?

and (this question is directed at those that have already intensly tested this feature) do the AI have a tendency of coming up to the roof all on the same spot?
Re: "1.13" Mod - Main Thread[message #10616] Thu, 01 September 2005 07:48 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:636
Registered:July 2005
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Scorpion,

(see my edit in my last post too)

Enemies use the same APs as mercs for everything. It's all the same code for both teams (mercs, civs and enemies are all just called "soldiers").

The AI does just use a few spots (depends on the size of the building, usually 1-3 per side) to climb up buildings. This is because of the way the potential climbing spots are calculated. I'm not 100% certain how it works, but I'll look into it when I have some time.

BTW, would someone be able to make me some bigitems and interface bitmaps of the 9mm and 5.56mm feed clip kits for the beta c-mags? I just don't see myself having enough time before the next release to do them myself. I can do them if I need to, but I may need to delay the release a bit. (I'm slow at doing pics Razz ) The clip kit pics on the beta website should be usable.


Re: "1.13" Mod - Main Thread[message #10617] Thu, 01 September 2005 07:57 Go to previous messageGo to next message
the scorpion

 
Messages:1838
Registered:September 2004
Location: CH
hm i see

because i have the tendency to actually wait for the enemy on the roof (again, i`m using an exe with this feature as well). usually they come up the same spot one after the other and usually don`t have enough AP left to fire/ seriously hurt my merc camping on the roof and waiting for them

could the AI throw grenades on the position they suspect a rooftop sniper too?

(don`t get me wrong, i like this feature, don`t want to bash the great stuff you have achieved so far)
Re: "1.13" Mod - Main Thread[message #10618] Thu, 01 September 2005 08:03 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:636
Registered:July 2005
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They're supposed to be smart enough in 1.13 to not climb up unless they've got enough APs to shoot at you too, but it doesn't always work (MAJOR pain when it does though)

The AI can throw grenades onto roofs now, I think. But it calculates its best chance to hit with each of its weapons before it uses them. I guess the grenades don't have a good enough chance. I'll look into this some part a bit.


Re: "1.13" Mod - Main Thread[message #10619] Thu, 01 September 2005 08:07 Go to previous messageGo to next message
the scorpion

 
Messages:1838
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oh, that`s really good to hear

now there is only the risk left for them to get interruptet when they climb up

but if my merc has tunnelvision because he uses a sniper scope he might not even see them climbing up

so this actually sounds very convincing muggsy!


btw i have heard that it should be possible to raise the number of tilesets (sorry i keep bugging about that)
Re: "1.13" Mod - Main Thread[message #10620] Thu, 01 September 2005 08:23 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:636
Registered:July 2005
Location: Canada
Quote:

btw i have heard that it should be possible to raise the number of tilesets (sorry i keep bugging about that)
It should be, I think. I've already raised the number of tileset image slots stored in memory to 5000 for both the Guns and the P1Items sti's in the tileset/0 folder (which show up on the tactical screen, not just in the interface bars). Is this similar to what you're referring to?


Re: "1.13" Mod - Main Thread[message #10621] Thu, 01 September 2005 09:07 Go to previous messageGo to next message
the scorpion

 
Messages:1838
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my "wish" is to have a higher maximal number of tilesets

tileset folder for ja2 has around 50 or so sets of graphics that you can chose from for each map

UB has more of them (snow tilesets, Fall town and so on)

i thought, if you can add the guns from UB, you could also add tilesets. This is problematic because they would have to work with betaeditor to be of any use

the UB source also is around somewhere. if this miht be useful, i could search for the link
Re: "1.13" Mod - Main Thread[message #10622] Thu, 01 September 2005 09:17 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:636
Registered:July 2005
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Really?

Please do! I could probably add the new tilesets over to the 1.13 code without too much pain, if I knew what the changes were. Plus, I might be able to get the editor up and working.


Re: "1.13" Mod - Main Thread[message #10623] Thu, 01 September 2005 10:09 Go to previous messageGo to next message
the scorpion

 
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http://www.ja2.org/index.php?c=17

there you go, it is in russian, but to the right is an english name saying it is the UB source

hope this is any useful to you

oh, i just noticed it is apparantly the UB source in 800*600 instead of 640*480

so, apparently, some adjustments have been made to it (i hope, it still is useful for you)
Re: "1.13" Mod - Main Thread[message #10624] Thu, 01 September 2005 10:36 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:636
Registered:July 2005
Location: Canada
Nice! Thank you very much!

If it's got the 800x600 enhancement, I can compare the code I've got to it and maybe put that in too.

I'll compare it to the original JA2 gold source too, and see what's been changed.

Cheers! :cheers:

EDIT: This is AWESOME! Now I can see exactly what's different between the original code and UB. I've already found how they fixed stuff falling through roofs!


Re: "1.13" Mod - Main Thread[message #10625] Thu, 01 September 2005 11:17 Go to previous messageGo to next message
the scorpion

 
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i`m happy i could have helped you (even if the contribution is minor)

some have skills... others are well informed *gg*


btw according to members of the german board, it is even possible to raise the resolution to 1024*768 in that UB code
the thread about it is completely in german though
Re: "1.13" Mod - Main Thread[message #10626] Thu, 01 September 2005 12:24 Go to previous messageGo to next message
Snap

 
Messages:286
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@Mugs: Than you, kind Sir Smile

Rooftop climbing (and fence climbing, while we are at it): I think someone who just climbed and immediately came into contact with an enemy should have a significant penalty in the interrupt duel (it seems to me that this should already be implemented, but I am not sure).

I just remembered that there was a bug in JA2, where someone who climbed on a roof at night became instantaneously visible to everyone within the daylight range. I.e. an enemy 20 tiles away and facing in the right direction would see the climbing merc (and most likely get a drop on him).

JA2UB source: This IS awesome! :rulez: Does this mean that we can now do something with the editor?

Edit: IMHO there's no sense in going to even higher resolutions, because the graphics will become too small. 800x600 is already a bit of a stretch... I mean squeeze Very Happy
Re: "1.13" Mod - Main Thread[message #10627] Thu, 01 September 2005 12:44 Go to previous messageGo to next message
Snap

 
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An idea for calculating burst length for AI: Make sure that the CTH of the last round in the burst (factoring in the burst penalty) is above a certain value. If the minimum burst length is too inaccurate, then prefer single shots. For suppression fire, requirements are relaxed (suppression fire is used only by enemies on red alert).
Re: "1.13" Mod - Main Thread[message #10628] Thu, 01 September 2005 15:32 Go to previous messageGo to next message
grindedstone

 
Messages:90
Registered:August 2004
This is turning into JA 2.95, good on ya MM
Re: "1.13" Mod - Main Thread[message #10629] Thu, 01 September 2005 19:49 Go to previous messageGo to next message
Majek

 
Messages:442
Registered:January 2003
Location: Slovenia
yeah 800x600 resolution is more than enough. at 1024x 768 i found it frustrating to move inside building and open a locker when there were more together. well maybe that was just Wildfire but still when i played the game with the russian made patch for 800x600 it felt much better.

but anyway MM and alll of you helping with this 1.13 thing :bow: Insane is great, i only wish it'd be $18000 for starting money Very Happy
Re: "1.13" Mod - Main Thread[message #10630] Fri, 02 September 2005 00:36 Go to previous messageGo to next message
Apocalypse

 
Messages:5
Registered:August 2004
Location: New York
Is it possible to increase resolution without editing the Mss32.dll ? The existing 800x600 patch edited it, and I couldn't play it because I need to use the miles sound fix. Its just a concern.
Re: "1.13" Mod - Main Thread[message #10631] Fri, 02 September 2005 05:33 Go to previous messageGo to next message
Nighthawk

 
Messages:48
Registered:February 2002
Location: Springfield, MO
Hopefully all the UB specific tilesets should be able to work with the beta editor. I am editing both ja2 and UB set.dat files. It's easier for me to create a new map in UB editor first then convert to beta format then load it. You can always make templates for the altered tilesets as well.

I'm hard at work at putting all the UB stuff into the ja2set.dat that was part of the UC mod.
Read about it below:

www.geocities.com/jedinighthawk/JA2SupplyRoom.html

Nighthawk
Re: "1.13" Mod - Main Thread[message #10632] Fri, 02 September 2005 06:03 Go to previous messageGo to next message
quasimodo

 
Messages:54
Registered:November 2000
Location: eugene, oregon U.S.A.
What Snap said about night time roof climbers becoming "day light" visible after reaching the roof still seems to be the case. I have had several of my guys hit from other roof tops way beyond normal night time distances right after they reach the roof top. The next turn everything seems back to normal nighttime ranges.
Re: "1.13" Mod - Main Thread[message #10633] Fri, 02 September 2005 06:13 Go to previous messageGo to next message
gmonk

 
Messages:646
Registered:April 2002
Location: Newfoundland, Canada
Is it possible to add a single attachment slot to the gas mask that will only take goggle-type items?

It always bothered me that you can only wear a gas mask if you didn't wear goggles. Now that I can wear both I want to eat my cake, too!

Is this a good idea or do you think it might be a little unbalancing?
Re: "1.13" Mod - Main Thread[message #10634] Fri, 02 September 2005 07:19 Go to previous messageGo to next message
Khor1255

 
Messages:1829
Registered:August 2003
Location: Pleasantville, NJ
Mugsy's already mentioned allowing certain headgear to be usable with other headgear. Specifically he mentioned Gas Mask/ Goggles combination.

This is both realistic and good for game balance in my opinion provided; of course that enemies will also be able to do this.
Re: "1.13" Mod - Main Thread[message #10635] Fri, 02 September 2005 07:40 Go to previous messageGo to next message
drunk71

 
Messages:56
Registered:March 2004
Location: England

Hi all, great work by the way. Loving this so much, how ja is ment to be!

As to the roof climbing becoming daylight visible i'm sure it happens with any major animation movement, eg fence climing, coming down off roof tops and also when you have been blasted a square from a grenade at your feet. This can sometimes lead to lots of interupts where anyone that turn can open fire at you.

Also found this little possible bug, the first shot a character does from either from the ground or the roof to an enemy on the roof it has no chance of hitting but the second is fine

bye
Re: "1.13" Mod - Main Thread[message #10636] Fri, 02 September 2005 08:09 Go to previous messageGo to next message
the scorpion

 
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i think the AI used to be able to use these items togehter before, but i`m unsure. i think night goggles and gas masks should not be compatible, unless you want tear- and mustardgas to become completey obsolete (that would be sad, becasue enemies tend to use gas even if they had better solutions like shooting)

if you climb up on a roof, you become visible even in far distance because the sky behind you, even at night time, is much brighter than the house wall

this difference in contrast gives away that something is moving there

it`s similar like smoking at night (although a cigarette can be spotted much further off course)

this is in every version of ja2 AFAIK and is not unrealistic. Maybe the nsiper enemies in 1.13 hit more when interrupting a merc climbing on a roof? that might be a balance issue
Re: "1.13" Mod - Main Thread[message #10637] Fri, 02 September 2005 08:30 Go to previous messageGo to next message
Majek

 
Messages:442
Registered:January 2003
Location: Slovenia
one request from me.
since Drop all is an option i think we need some way to quickly destroy/erase items in inventory without needing to drag it to the trashbin and then confirming to destroy it.
in the russian 800x600 patch, the Ctrl + L mouse button combination did just that if i remember correctly.

i'd really need it.
Re: "1.13" Mod - Main Thread[message #10638] Fri, 02 September 2005 09:41 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:636
Registered:July 2005
Location: Canada
So I've been looking at the UB code, and I'm trying to slowly merge it in to the JA2 Gold code using Beyond Compare.

Don't expect 800x600 mode or a working editor in the next release. For this task, I wish I was 3 or 4 people Razz

I've managed to implement some fixes for stuff falling through roofs, smoke going up through roofs and (hopefully) for that problem where the tiles don't refresh in certain spots on certain maps.


Re: "1.13" Mod - Main Thread[message #10639] Fri, 02 September 2005 09:51 Go to previous messageGo to next message
Khor1255

 
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Location: Pleasantville, NJ
@Scorpion
I know wearing the Night Goggles and Gas Mask together would tend to make gas a little less effective but - the fact is - after a certain point it usually isn't very effective anyway. I'd much rather have the more realistic wearing of these items together than to artificially disallow this for the sake of balance. If the items become fully externalised we will all be able to tweak these things as we like so this is what I'm hoping for most. The important thing is that mod makers be able to give items whatever trait they want.


@Madd Mugsy
By working editor are you referring to the Beta or the externalised data? Having a fully functional map editor for this fantastic .exe would be awesome but for the time being I'd be very happy with the externalised items coding you're doing.
Re: "1.13" Mod - Main Thread[message #10640] Fri, 02 September 2005 10:07 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:636
Registered:July 2005
Location: Canada
Aren't the gas mask and various goggles usable together in the current release?

Eventually, I'd like to get an editor working for this new exe that would be compatible with the old JA2 maps and with the UB tilesets. But at this point, I haven't looked at the code enough to know what is and is not possible.


Re: "1.13" Mod - Main Thread[message #10641] Fri, 02 September 2005 10:26 Go to previous messageGo to next message
the scorpion

 
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i know the current release allows to wear gas mask and goggles at the same time

some people here even think it is realistic. i`d like to see them trying to wear a pair of night goggles over a gas mask! ever tried to shoot at something while wearing a gas mask? no? it is really hard. (even if you have an extraordinarily accurate weapon)

now imagine you have the gas mask and night goggles over it... no way you gonna be able to aim for something that moves and nooooooo way to hit it. this is no request (@muggsy) it is just my usual arguing with khor1255, but if you want it realistic, khor, add a 50 percent malus to aiming with gas mask and add a 75 percent malus to aim with gas mask AND night goggles at the same time

@muggsy

i think you`re doing right in exteranlising it. I`m usually not very particuliar about realism, but night goggles over a fully functional gas mask would never pass the reality check i`m afraid. a usual gas mask doesn`t allow night goggles and i like it that way, both for balance and for realism reasonsm, so i appreciate if this things can still be edited for each modmaker and his particuliar taste
Re: "1.13" Mod - Main Thread[message #10642] Fri, 02 September 2005 11:00 Go to previous messageGo to next message
Khor1255

 
Messages:1829
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Location: Pleasantville, NJ
I think penalising accuracy while using gas masks is a great idea. Penalising accuracy while using night vision goggles is also good and having a cumulative effect while using both would be great.
But in fact insertion teams routinely use night vision/gas masks during training with very good results. The current generation of gas masks have mounting hardware specifically for night vision goggles.

A great solution would be to have night vision scopes as an item.
Re: "1.13" Mod - Main Thread[message #10643] Fri, 02 September 2005 11:22 Go to previous messageGo to previous message
Wil473

 
Messages:2861
Registered:September 2004
Location: Canada
I don't remember any mention of problems with externalizing headgear, so I'll take my chances with this suggestion. With 5000 items, research, time and effort. There's no reason for there not to be different levels of head gear at some point in the future of modding thanks to the tools now being made available by Madd Mugsy.

Commercial/Civilian grade:
- NV and gas masks would be incompatible
- both with severe aiming and Field of View (FOV) penalties

Military/Police:
- NV and gas masks are compatible
- both have only moderate aiming penalties
- both still have severe FOV penalties

Land/Objective Force/Future Warrior (Orta) grade:
- the NV and gas mask are buit into the same piece of headgear
- aiming bonus, thermal imaging, kitchen sink...

Someone did mention earlier that the externalization would be useful for sci-fi leaning modders.


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