Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab  » 1.13 Item Stats & Requests Thread
Re: 1.13 Item Stats & Requests Thread[message #11084] Wed, 21 September 2005 08:21 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Version: Release V1.13 (Build 09.14.05)
Difficulty Level: Experienced
Bobby Ray's Selection: Great
Bobby Ray's Selection: Normal
Equipment Drops: Everything
Game Style: Realistic

Hitting V bring up two Bobby Ray's Selections, but I do remember setting the BRS to "Great." Right after liberating a town, I usually go check Bobby Ray's for new stuff, and there is an abundance of all the newly available items.

Report message to a moderator

Lieutenant

Re: 1.13 Item Stats & Requests Thread[message #11085] Wed, 21 September 2005 09:26 Go to previous messageGo to next message
Majek is currently offline Majek

 
Messages:437
Registered:January 2003
Location: Slovenia
if it's at great thatn it's no surprise that you saw
ACOG sights,... since Br has all gear earlier than normal.

Report message to a moderator

Master Sergeant
Re: 1.13 Item Stats & Requests Thread[message #11086] Wed, 21 September 2005 10:26 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
Quote:

Externalizing Prof.dat is definitely on the list, and once that's done, adding new mercs will be possible.
I've just added some code so we can put in the UB guys. Now to find the time to test it and put all the speech, text and image files together...

Report message to a moderator

First Sergeant

Re: 1.13 Item Stats & Requests Thread[message #11087] Wed, 21 September 2005 11:24 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Just to clarify, by "first day they were avail" I mean on the first day the ACOG was in stock at BR's (after 3rd City, Alma). This is a really minor thing because most player's probably won't have enough spare cash to take advantage of this, but is there supposed to be an over abundance of a new item when it initially appears in stock (BR Selection: Great) or am I just seeing things?

Report message to a moderator

Lieutenant

Re: 1.13 Item Stats & Requests Thread[message #11088] Wed, 21 September 2005 16:23 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
The number of available stock is somewhat random, depending on some simulated sales and re-orders. However, the quantity is doubled for Great, quadrupled for Excellent and multiplied by 10 for Awesome. The BR_NewInventory in items.xml is set to 6 for ACOG scopes and reflex sights. So on day one, there would be 12 available (if the scopes were available that early, which they are not by default). Each day, the inventory will go up and down. The exact amount of increase/decrease is random and will vary from game to game.

Report message to a moderator

First Sergeant

Re: 1.13 Item Stats & Requests Thread[message #11089] Wed, 21 September 2005 17:29 Go to previous messageGo to next message
Starlord is currently offline Starlord
Messages:3
Registered:November 2002
Location: Pullman, WA
Oof.... havn't dusted off that login in a LONG LONG TIME!

MM, you've done an AWESOME job so far. Saw the "1.13" patch only yesterday, DL'ed it, and am already deep into another trip through Alrulco. I quite enjoy the changes so far, having many of these guns available earlier is slightly more realistic, IMO, and your apparent AI changes have made a big step towards balancing the game. JA is not dead, just sleeping. However, if I could presume to make a request, if you would add to that list of future weapons, the "Greatest Battle implement ever devised"?

I'm talking about the M1 Garand.

M1 Garand Rifle
.30-06"
Clip-Fed 8 rounds


I'm not sure about the stats, however. If you want more info, look Here .

If you choose to add this rifle to your mod, thank you. If you don't, thanks anyway, you've done the JA2 community a huge service.

Report message to a moderator

Civilian
Re: 1.13 Item Stats & Requests Thread[message #11090] Wed, 21 September 2005 18:16 Go to previous messageGo to next message
dextertt is currently offline dextertt

 
Messages:54
Registered:November 2000
Kaiden, Mugdsy, and all

In regard to Eastern / Western equipments for the Queen forces and the militia, they should be restricted the 70s and early 80s weapons, except of course the rocket rifle. The more exotic latest and near futures weapons should be either brought along by the mercs and purchased from BR. It is much more interesting to have let say three totally distinctive equiped forces: the Queen, the militia, and the mercs. The mercs being pros should have access to the latest toys for the money. Plus having a surplus of high tech weapons make them less valuable and less interesting.

Report message to a moderator

Corporal
Re: 1.13 Item Stats & Requests Thread[message #11091] Wed, 21 September 2005 21:14 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Thanks, for some reason I thought that "Great" and above meant stuffs was available earlier at BR's, and had no effect on initial quantities.

Report message to a moderator

Lieutenant

Re: 1.13 Item Stats & Requests Thread[message #11092] Wed, 21 September 2005 22:58 Go to previous messageGo to next message
Majek is currently offline Majek

 
Messages:437
Registered:January 2003
Location: Slovenia
Quote:
Originally posted by dextertt:
Kaiden, Mugdsy, and all

In regard to Eastern / Western equipments for the Queen forces and the militia, they should be restricted the 70s and early 80s weapons, except of course the rocket rifle. The more exotic latest and near futures weapons should be either brought along by the mercs and purchased from BR. It is much more interesting to have let say three totally distinctive equiped forces: the Queen, the militia, and the mercs. The mercs being pros should have access to the latest toys for the money. Plus having a surplus of high tech weapons make them less valuable and less interesting.
and why's that? she has her own weapon plant, lots of money and probalby enough connections to ger whatever she wants or build it herself. mercs no matter how proffesional they are cannot get everything they want. so it wouldn't make any sense if you give her 70s and early 80s weapons + RR's and then mercs come poping in with the 90s and future weaponry, no matter how interesting it would be.

Report message to a moderator

Master Sergeant
Re: 1.13 Item Stats & Requests Thread[message #11093] Thu, 22 September 2005 03:37 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
Quote:

However, if I could presume to make a request, if you would add to that list of future weapons, the "Greatest Battle implement ever devised"?
It's on my list Smile

Report message to a moderator

First Sergeant

Re: 1.13 Item Stats & Requests Thread[message #11094] Thu, 22 September 2005 05:21 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
hy muggsy

i guess some of the weapons in your list still come from an old upload from me

the names might be confusing:

sig p210 is there in two different versions.
they`re the same gun, different looks

the SVT`s name is only SVT. (svt40 full points to original picture name and degree of brightness reduction)

wfpzf1 is a "Panzerfaust 2"

wa2000 is simply WA 2000. the rest of the name was just for me to know on which picture it was based

i hope, i haven`t caused more confusion

Report message to a moderator

Sergeant Major
Re: 1.13 Item Stats & Requests Thread[message #11095] Thu, 22 September 2005 10:12 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
Thanks, scorpion. I was wondering what wfpzf1 was Wink

Report message to a moderator

First Sergeant

Re: 1.13 Item Stats & Requests Thread[message #11096] Thu, 22 September 2005 10:43 Go to previous messageGo to next message
the scorpion

 
Messages:1834
Registered:September 2004
Location: CH
they had the original picture named that way. and i didn`t change it later on...

Report message to a moderator

Sergeant Major
Re: 1.13 Item Stats & Requests Thread[message #11097] Thu, 22 September 2005 11:43 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
Has anyone seen this website?

http://matrix.dumpshock.com/raygun/index.html

They have some nice pictures (I see some Night Ops / Shady Job pics here, I think) and some stats (ShadowRun), along with some background info.

Report message to a moderator

First Sergeant

Re: 1.13 Item Stats & Requests Thread[message #11098] Thu, 22 September 2005 12:36 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Shadowrun RPG? Now we really do need a "concealibility" stat for those future mods where there are friendly neutrals who get really hositle if you break their gun laws (and waltz past the scripted NPC gatekeeper with a Barrett or readied/visable PPK). Must find hobby I can talk about in polite company...

Report message to a moderator

Lieutenant

Re: 1.13 Item Stats & Requests Thread[message #11099] Thu, 22 September 2005 20:07 Go to previous messageGo to next message
Majek is currently offline Majek

 
Messages:437
Registered:January 2003
Location: Slovenia
Quote:
Originally posted by Madd Mugsy:
Has anyone seen this website?

http://matrix.dumpshock.com/raygun/index.html

They have some nice pictures (I see some Night Ops / Shady Job pics here, I think) and some stats (ShadowRun), along with some background info.
wow nice site.

Report message to a moderator

Master Sergeant
Re: 1.13 Item Stats & Requests Thread[message #11100] Mon, 26 September 2005 05:46 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Got this idea from a previous discussion on the merits of adding (or not adding) attachment bonuses: Match Grade ammo.

In testing, was able to give the 9mm AP SMG mag a 10 tile range bonus (used the Extender as template as it would give the most visible results). The micro-Uzi kept the range advantage after the mag's removal. Range bonus was cleared with the loading of normal (grey) ammo. A lesser range bonus (half the extender) by itself is probably good enough, but the full definition of Match Grade involves an accuracy bonus (still need to test).

Macth Grade Ammo
Pro:
- potentially gives longer life to SMG's and pistols if MG Ammo is confined to mid-late game avail
- reason to shop at BR's for this specialized competition/sniper ammo
- purely XML in execution (if I could manage to get it working, anyone can)

Cons:
- is best confined to an unused ammo types (the unused Flechette and ExAP where ExAP not currently in use for a cal) to prevent further odd magazine events. The magazine (item.xml) gives the bonus not the ammo.
- may be a bit confusing when the bonuses do not go away till non-MG ammo loaded

Report message to a moderator

Lieutenant

Re: 1.13 Item Stats & Requests Thread[message #11101] Mon, 26 September 2005 09:40 Go to previous messageGo to next message
gmonk

 
Messages:670
Registered:April 2002
Location: Newfoundland, Canada
Match grade ammo would probably jam a less than perfectly clean gun. Also, the grain-weight of match bullets being generally lighter it would likely do less damage than standard ammunition.

Report message to a moderator

First Sergeant
Re: 1.13 Item Stats & Requests Thread[message #11102] Mon, 26 September 2005 11:12 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
If I read the descriptions in the xml correctly, the flechette ammo type now acts as normal only, so that plus a minor negative** "Damage Bonus" stat in items.xml would take care of less damage. With Match Grade then, it is a trade off between increased Chance-to-Hit and decreased damage per round. Now if there was some kind of damage bonus from a well placed sniper hit to the head (sounds like the old Critical Hit system from

Report message to a moderator

Lieutenant

Re: 1.13 Item Stats & Requests Thread[message #11103] Wed, 28 September 2005 09:00 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
I am externalizing the Ammo Types for the next release. You'll be able to change all of the penetration modifiers (like before and after armour penetration, etc.), as well as the general attributes of the ammunition, like HP, AP, HE, the size of the HE explosion, and how many bullets are fired in buckshot, etc. And of course, you'll be able to add as many new types as you like.

Update!

Here's my documentation for the xml file:

Attribute Field Reference:

	uiIndex						- index of item in array, just increment this for each new entry
	fontColour					- (0-255) font colour of ammo on interface
	grayed						- controls colour / frame of ammo box in detail screen (interface\infobox.sti) ?
	offNormal					- controls colour / frame of ammo box in detail screen (interface\infobox.sti) ?
	onNormal					- controls colour / frame of ammo box in detail screen (interface\infobox.sti) ?
	structureImpactReductionMultiplier + Divisor 	- reduction of damage from bullet contact with structure (lower total = better penetration)
	armourImpactReductionMultiplier + Divisor	- reduction of damage from bullet impact with armour (lower total = better penetration)
	beforeArmourDamageMultiplier + Divisor	   	- extra damage caused before penetrating armour 
	afterArmourDamageMultiplier + Divisor	   	- extra damage caused after penetrating armour
	zeroMinimumDamage				- (0/1) minimum possible damage caused is zero
	canGoThrough					- (0/1) bullet is able to penetrate multiple soft targets
	standardIssue					- (0/1) ammo is standard issue for enemy (greater chance of appearing) - used for AP ammo in rifles, etc.
	numberOfBullets 				- (1-9) number of bullets fired in a single shot - normally used with buckshot, limited to 1 - 9 for now
	multipleBulletDamageMultiplier + Divisor	- modifier for each bullet fired by a single shot (for example, default buckshot is 1/4 with 9 bullets)
	highExplosive					- (0/1) high explosive ammunition
	explosionSize					- (0-3) 0=none, 1=small, 2=medium, 3=large - size of explosion for high explosive ammo
	antiTank					- (0/1) actually does some damage against tanks
	dart						- (0/1) tranquilizer dart effect
	knife						- (0/1) knife ammo
	monsterSpit					- (0/1) monster spit - causes blindness, creates a gas effect, etc.
	acidic						- (0/1) causes serious armour degradation, like monster spit
	ignoreArmour					- (0/1) ignore vests and leggings, like knives and monster spit
	lockBustingPower				- if greater than zero, this ammo type will always hit locks, and can break locks with a SmashDifficulty (see BinaryData\Locks.bin) less than the lockBustingPower.  This stat is also added to the damage done to the lock.

Report message to a moderator

First Sergeant

Re: 1.13 Item Stats & Requests Thread[message #11104] Wed, 28 September 2005 12:27 Go to previous messageGo to next message
KIA is currently offline KIA

 
Messages:92
Registered:November 2002
Location: Virginia (USA)
Do you have a "knock-knock" load for the shotguns? That is a specialized load described by Wiki as follows: Disintegrator or Hatton rounds are designed to blow out deadbolts, door locks and door hinges without risking the lives of those beyond the door. These rounds are packed with a mixture of dense metal powder (often lead) and wax, which can destroy a lock then immediately disperse. They are used by SWAT teams to quickly force entry into a locked room. Amongst police, these rounds are nicknamed 'master keys', and their use is known as 'avon calling'.
Personally, though, I prefer one of two variants to the old joke: "Knock-knock." "Who's there?" "Grenade." "BOOM!" or "Knock-knock." "Who's there?" "Hatton" "Hatt- BOOM! (*automatic fire*). Seriously, though, there should be very few doors which can withstand a full-auto burst for 7.62 mm and even fewer that can withstand a knock-knock. Anything that can withstand a knock-knock would require plastique to blow. But I'm tired of being forced to use TNT to pop a door when I should be able to punch out the entire frame with auto-fire. Knock-knock rounds would be an excellent addition and would make an entry shotgun that much more practical.

Report message to a moderator

Corporal 1st Class
Re: 1.13 Item Stats & Requests Thread[message #11105] Wed, 28 September 2005 13:40 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
numberOfBullets -> I see at least one mod having duplex ammo

highExplosive -> the UC RPG-7? A magazine based 25mm round for both Barrett Payload Rifle and (x)M25 Grenade Launcher?

If the highExplosive and monsterSpit flags can be used simultaneously then a combined HE/residual damaging cloud (flame) is doable for something like the RPO-A or similar incendiary launchers.

You're recovering fast from your Dell troubles. Aren't you supposed to be taking a break Madd Mugsy?

Report message to a moderator

Lieutenant

Re: 1.13 Item Stats & Requests Thread[message #11106] Wed, 28 September 2005 14:28 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
Did I read it right about damage against (or rather through) structures? Will it be possible now to assign ammo types that do some damage through walls and such?

If so, do the wall types have various effects? It already seems like you can sometimes shoot through grass huts with regular ammo but I was thinking various wall types should have different effects on structural penetrating ammo.

Is this already handled?

Report message to a moderator

Sergeant Major
Re: 1.13 Item Stats & Requests Thread[message #11107] Wed, 28 September 2005 19:03 Go to previous messageGo to next message
Skyrage is currently offline Skyrage

 
Messages:16
Registered:April 2004
Location: Sweden
I'd say that different walls have different "bullet defence", but what other effects are you talking bout?

Heh, on a sidenote, one funfactor about the barret is shooting a bullet through a thick patch of trees and watching it penetrating them all Very Happy

Report message to a moderator

Private
Re: 1.13 Item Stats & Requests Thread[message #11108] Thu, 29 September 2005 02:39 Go to previous messageGo to next message
gmonk

 
Messages:670
Registered:April 2002
Location: Newfoundland, Canada
I think I shot some guys through a steel building in Grumm using the Barrett. Malice makes a nasty-ass sniper. It's almost like having orbital strike capability.

Report message to a moderator

First Sergeant
Re: 1.13 Item Stats & Requests Thread[message #11109] Thu, 29 September 2005 03:08 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
Quote:

Do you have a "knock-knock" load for the shotguns?
Not yet, but I'll see what I can do.

Quote:

You're recovering fast from your Dell troubles. Aren't you supposed to be taking a break Madd Mugsy?
Actually, I'm still waiting on that new hard drive. Things have been a little slow at work, so I've been *ahem* using my time wisely.

Quote:

Did I read it right about damage against (or rather through) structures? Will it be possible now to assign ammo types that do some damage through walls and such?
Should even be possible to have ammo that goes thru walls 100%.


Quote:

If so, do the wall types have various effects?
Note sure, but I would assume so.

Quote:

It's almost like having orbital strike capability.
Great, now I need to make an Ion Cannon mod (

Report message to a moderator

First Sergeant

Re: 1.13 Item Stats & Requests Thread[message #11110] Thu, 29 September 2005 03:36 Go to previous messageGo to next message
gmonk

 
Messages:670
Registered:April 2002
Location: Newfoundland, Canada
Is the Ghillie suit an attachment to armour or can it only be worn instead of regular body armour?

Report message to a moderator

First Sergeant
Re: 1.13 Item Stats & Requests Thread[message #11111] Thu, 29 September 2005 03:52 Go to previous messageGo to next message
Terces is currently offline Terces

 
Messages:8
Registered:March 2005
Location: Germany

Well....I donno if it's possible but I'd like to see some more hand to hand combat weapons like swords, daggers, clubs, etc.
Of course new Animations would be necessary, but maybe you could exclude the paths for the animations so a temporary Animation could be used and replaced later on....

Report message to a moderator

Private
Re: 1.13 Item Stats & Requests Thread[message #11112] Thu, 29 September 2005 04:07 Go to previous messageGo to next message
Skyrage is currently offline Skyrage

 
Messages:16
Registered:April 2004
Location: Sweden
Swords...eh...no. One thing that I do want to see is a classical "rambo" knife. You know, combat knife AND capability of cutting through wires. IMO that'd fit this game better than a seperate plain knife and plain wirecutters. Maybe have a certain strength requirement in order to cut wires with the "rambo" knife though to even things up a bit.

Report message to a moderator

Private
Re: 1.13 Item Stats & Requests Thread[message #11113] Thu, 29 September 2005 04:30 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
Knock-knock ability added. Check back on page 2 of this thread - I updated the attribute field reference for AmmoTypes.xml. The new stat is called "lockBustingPower".

Quote:

Is the Ghillie suit an attachment to armour or can it only be worn instead of regular body armour?
The code will work with either. The pics I've got are only good for body armour replacement however.

Quote:

Well....I donno if it's possible but I'd like to see some more hand to hand combat weapons like swords, daggers, clubs, etc.
Of course new Animations would be necessary, but maybe you could exclude the paths for the animations so a temporary Animation could be used and replaced later on....
Already on the "eventually" list. New melee weapons would require new animations, but there are many players who are interested in having them in there. I can't remember if Khor is still thinking about doing these... I know he's going to do some bayonette anims.

Quote:

Swords...eh...no.
Sorry, you've been out-voted Wink Of course, swords wouldn't make it into the basic game, but would be nice to have for some mods and TCs.

Quote:

One thing that I do want to see is a classical "rambo" knife. You know, combat knife AND capability of cutting through wires. IMO that'd fit this game better than a seperate plain knife and plain wirecutters. Maybe have a certain strength requirement in order to cut wires with the "rambo" knife though to even things up a bit.
You can do this now Very Happy Just set the WireCutters tag for the combat knife in items.xml to 1, and bingo! Wire-cutting rambo-knife!

Report message to a moderator

First Sergeant

Re: 1.13 Item Stats & Requests Thread[message #11114] Thu, 29 September 2005 07:23 Go to previous messageGo to next message
Skyrage is currently offline Skyrage

 
Messages:16
Registered:April 2004
Location: Sweden
Well, I prefer leaving the tweaking to those that really know their stuff. And also. Someone'd need to make a new icon for the knife Razz .

Btw, have anyone ever considered making a medieval mod or roleplaying kind of mod for this?

Report message to a moderator

Private
Re: 1.13 Item Stats & Requests Thread[message #11115] Thu, 29 September 2005 11:17 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
Quote:

Btw, have anyone ever considered making a medieval mod or roleplaying kind of mod for this?
One of Kaiden's goals is to make this engine more like NWN Very Happy


I've just completed rewriting the xml files for the Original Item Set. This set includes none of the changes made in the 1.13 mod. Just the plain old, original JA2 weapons and items. This set of XML files will not only be a good starting point for those who want to mod on their own, but will also be a selectable option when starting a new game, for those that want to use the standard items and weapons.

Since I have written the code to use two completely different sets of xml files, it shouldn't be too much work to accomodate even more sets. I'd just need some kind of interface to choose which should be used.

One thing to note: All the xml files use the same standard set of graphic and sound files.

Right now, the xml files are re-loaded whenever you start a new game or load a save game.

I think ideally, I'd put a constant in the ini file to point to the right directory. (Once I have Kaiden's code)

Actually, now that I'm thinking about it... I like that idea much better than the way I'm doing it now. I'll change the code around to make it work once I get the ini file code.

I've moved the Drop All option to the preferences screen, and replaced the Drop All section of the new game options screen with a choice between the two xml sets. So, if I dump that idea and put it into the ini file, what should I put in the Drop All option spot?

Report message to a moderator

First Sergeant

Re: 1.13 Item Stats & Requests Thread[message #11116] Thu, 29 September 2005 11:35 Go to previous messageGo to next message
dextertt is currently offline dextertt

 
Messages:54
Registered:November 2000
Mugsy,

Is it possible to have a sort of mod folders for different mods ? This way you do not have to use either a mod loader or multiple install of ja2.

Report message to a moderator

Corporal
Re: 1.13 Item Stats & Requests Thread[message #11117] Thu, 29 September 2005 12:07 Go to previous messageGo to next message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
Quote:

Is it possible to have a sort of mod folders for different mods ? This way you do not have to use either a mod loader or multiple install of ja2.
I don't see why not. They could be configured in the ini file, which in turn could be configured by some sort of GUI app.

Right now, I'm just looking at the xml file sets, however.

Report message to a moderator

First Sergeant

Re: 1.13 Item Stats & Requests Thread[message #11118] Thu, 29 September 2005 23:45 Go to previous messageGo to next message
Terces is currently offline Terces

 
Messages:8
Registered:March 2005
Location: Germany

just as a little sidenote...I've been working on a medieval mod that's why I was asking for swords and stuff Smile

If it IS possible mugsy, then yould you add just the option to set a weapon as lets say club which then uses a new animation but just not assign any weapon as such a new weapon type? Or use the animation of knives as a temp animation for swords and stuff like that so the animations can be replaced later on.

Report message to a moderator

Private
Re: 1.13 Item Stats & Requests Thread[message #11119] Fri, 30 September 2005 07:16 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
I see the primary problem with medieval mods as not the few sword type animations but rather the lack of a few crucial elements of close range combat.

First, you would need to be able to use a weapon to parry an incoming blow. While the current system factors this in as a blanket eveasive type move (which looks like a dodge) it does not separate parrys from dodges anf the two are remarkably different in application. We would need to figure out being able to use weapons as shields and also of course use shields as well. This new coding would not only help in medieval modding but would allow for the implementation of bullet proof shields being used as items and possibly even afford the chance of a rifle deflecting a bullet but sustaining damage to it's mechanism (a very common battlefield occurance).

Something like wrestling would also be neccessary. This would not only require new animations but perhaps a whole lot of new code.

These two features wouldn't be everything that would be needed but would be a very good start that could be used for all types of mods, not just ancient weapons.

Again, I volunteer to work on the animations but the code would also hve to be done.
Because there are only so many hours in a day (I believe Mugsy has figured out how to squeeze 27 in at least), these changes can't even be addressed until the primary work at least settles into a comfortable frensy.
I'd love to see this stuff happen and will do what I can to help but don't expect to see it in the near future.

Report message to a moderator

Sergeant Major
Re: 1.13 Item Stats & Requests Thread[message #11120] Fri, 30 September 2005 09:00 Go to previous messageGo to next message
KIA is currently offline KIA

 
Messages:92
Registered:November 2002
Location: Virginia (USA)
/q Great, now I need to make an Ion Cannon mod (

Report message to a moderator

Corporal 1st Class
Re: 1.13 Item Stats & Requests Thread[message #11121] Fri, 30 September 2005 09:36 Go to previous messageGo to next message
gmonk

 
Messages:670
Registered:April 2002
Location: Newfoundland, Canada
Maybe have a GPS device and some sort of radio that, when used together, would allow you to use a limited number of airstrikes from an unofficial extranational 'shadow ops' unit giving clandestine support to the insurgency?

I'm only making the references to 'shadow ops' because the mercs would have no official air support or artillery but maybe they could somehow 'earn' favours from another agency? Maybe as bonuses for mopping up the terrorists in Alruco? Say they earned a GPS, then a radio, then an 'encrypted support request' for each of the remaining terrorists?

Too farfetched, too hard to code? I dunno.

Report message to a moderator

First Sergeant
Re: 1.13 Item Stats & Requests Thread[message #11122] Fri, 30 September 2005 20:12 Go to previous messageGo to next message
szultz is currently offline szultz

 
Messages:24
Registered:October 2004
Location: Estonia
So something I would like to see:
http://www.kasiakrak.piwko.pl/smal5.gif

a Twin-Barreled Sawn-Off Shotgun
I think it should be not buyable.... get it from NPC by doeing some quest, or Killing some Hics or something....

Should be easyli readyed.. like pistols( if is beeing added lateron that pistols have better chances for interupt... this should be in pistol class for that purpouse (Even better if all guns would have a editable interupt chance))

Should have two fire options... Swich between shoot one barrel - shoot both barrels (regular burst?)
This reminds me - i would like to see shotguns reloading redone... You can't load 7 cartridges into pump-action shotgun spending as much time as for changing clip for Glock 17 or something. So there sould be individual cartriges that must be loaded one at a time.... for pump-action it would be usual 5 APs, but for break-action should have atleast 7 for one cartrige but maybe 11 for two( you dont have to break the gun in half twice(seems like I'm haveing all kinds of crazy ideas Very Happy , I just hope that atleast some of them are doable))
Shotguns with mags have usual realoading cost ofcource.

Burst should cost the same as the singel shot
Damage is huge for close range - like all shotguns
Range tough is 8 or 9 max i think - If somebody thinks it should be more/less - say so....

Report message to a moderator

Private 1st Class
Re: 1.13 Item Stats & Requests Thread[message #11123] Sat, 01 October 2005 05:56 Go to previous messageGo to previous message
Madd_Mugsy

 
Messages:634
Registered:July 2005
Location: Canada
Air strikes: Anyone know how they were done in some of the other mods? I could add them to Insane for some extra fun :diabolical:

Sawn-off shotgun: Your pic didn't show up, but I've got one from UC that should work. I'll add it to the list of weapons I'm preparing.

Report message to a moderator

First Sergeant

Next Topic: MoMa
Goto Forum:
  


Current Time: Thu Apr 18 08:49:58 GMT+3 2024

Total time taken to generate the page: 0.02226 seconds