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Re: Alpha_Item_Mod_for_WF6.06[message #221936] Fri, 19 June 2009 01:47 Go to previous messageGo to next message
Sam Hotte

 
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Registered:March 2009
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Despite, "Advanced Ballistic Computer" is AFAIK the term used for sniper's long range predictive calculating (e.g. http://en.wikipedia.org/wiki/CheyTac_Intervention).
consequentially Smeagol invented such an ABC in his mod.
Re: Alpha_Item_Mod_for_WF6.06[message #221937] Fri, 19 June 2009 01:50 Go to previous messageGo to next message
smeagol

 
Messages:2732
Registered:June 2008
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Sam_Hotte
Despite, "Advanced Ballistic Computer" is AFAIK the term used for sniper's long range predictive calculating (e.g. http://en.wikipedia.org/wiki/CheyTac_Intervention).
consequentially Smeagol invented such an ABC in his mod.


Nah, didn't invent it... stole it from possums dbb mod. Wink


Re: Alpha_Item_Mod_for_WF6.06[message #221938] Fri, 19 June 2009 01:54 Go to previous messageGo to next message
Gorro der Grüne

 
Messages:1482
Registered:March 2009
Location: Broadwurschd-City
ballistic refers to intercontinental missiles or perhaps to long range artillery but not to bloody (&heavy) sniper rifels. It is a misuse of phrases.

Reminds me on Cpt. D. Hunt who swiched an honour guard battle lance to "ballistic mode"

arrrrgh
an energy gun can't be ballistic (at least if it is not mounted on an intergalactical cruisser like the U.S.S. Gorbatchev)
Re: Alpha_Item_Mod_for_WF6.06[message #221939] Fri, 19 June 2009 01:57 Go to previous messageGo to next message
Sam Hotte

 
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Registered:March 2009
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smeagol
Sam_Hotte
Despite, "Advanced Ballistic Computer" is AFAIK the term used for sniper's long range predictive calculating (e.g. http://en.wikipedia.org/wiki/CheyTac_Intervention).
consequentially Smeagol invented such an ABC in his mod.


Nah, didn't invent it... stole it from possums dbb mod. Wink


Well, that's "chinese invention" ... Very Happy :angel:
Re: Alpha_Item_Mod_for_WF6.06[message #221940] Fri, 19 June 2009 02:08 Go to previous messageGo to next message
Sam Hotte

 
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Gorro der Gr
Re: Alpha_Item_Mod_for_WF6.06[message #221941] Fri, 19 June 2009 02:15 Go to previous messageGo to next message
Gorro der Grüne

 
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Registered:March 2009
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Scientific use in combat? In combat???????????? Nuts !!!!!!!!!!!!!!!!!!!!!!!!!!!!!

In combat nobody is interested when and after how many meters his bullet will drop down. He (You) is only interested how to kill.

Ballistic in ordinary warefare simply means: artillery.

Scientific use doesn't kill the foe.
Re: Alpha_Item_Mod_for_WF6.06[message #221948] Fri, 19 June 2009 03:13 Go to previous messageGo to next message
Kindred

 
Messages:122
Registered:September 2006
Location: Australia, baby!
The sort of rifles that you use a ballistic computer with are the sort you're not in battle when you use. They are used for single precision shots, not mowing down a dozen redshirts at point blank range. They're used by professional marksmen when the range to target is so extreme that their skills and intuition can't guarantee a hit.

This reeks of armchair soldiering. Throwing a rock makes it ballistic. If you're going to debate the usage of a word, go and harass the OED.
Re: Alpha_Item_Mod_for_WF6.06[message #221952] Fri, 19 June 2009 04:55 Go to previous messageGo to next message
Maalstroom

 
Messages:342
Registered:December 2008
Location: en route to San Hermanos
about merging remote control with batteries - does walkman have batteries? triggers can be merggerd with wrist watch batteries since you enable them to work only when you intend to use them otherwise they might detonate by mistake. so when you establish the frequency for the remote triggr it is supposed that you enabled them to be use sortly after not after 2 days so i don't see the need to merge batteries with remote triggers, but you should be able to merge ordinary triggers with batteries to change them into remote triggers!
Re: Alpha_Item_Mod_for_WF6.06[message #221955] Fri, 19 June 2009 05:26 Go to previous messageGo to next message
Kaerar

 
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Gorro der Gr


Re: Alpha_Item_Mod_for_WF6.06[message #221957] Fri, 19 June 2009 05:45 Go to previous messageGo to next message
smeagol

 
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Registered:June 2008
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Maalstroom
but you should be able to merge ordinary triggers with batteries to change them into remote triggers!


Also a very interesting idea. Keep 'em coming. Smile


Re: Alpha_Item_Mod_for_WF6.06[message #221960] Fri, 19 June 2009 07:20 Go to previous messageGo to next message
Oldpossum

 
Messages:42
Registered:October 2005
Location: Adelaide, SA
I will add that I stole the Advanced Ballistics Computer from DBB's Mod.
I will also add that I have a rather basic Ballistic computer in my Flight Bag, that could be used for calculating bullet drop, windage and other useful sniper info, althoug its actually designed to calculate Groundspeed, true headding, etc, for aircraft navigation.
(It's just a fancy Slide ruler really! Hmm.. An Idea for new Bling is forming!)
So the idea of an integrated, electronic, ballistics computer, as part of a super scope, that is supposed to be use to hit people at a range of 1 to 2 Km, doesn't seem strange to me!

Smeagol, Do you have any new items I could steal for inclusing in V5 of my mod?
Re: Alpha_Item_Mod_for_WF6.06[message #221962] Fri, 19 June 2009 07:30 Go to previous messageGo to next message
smeagol

 
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Oldpossum

Smeagol, Do you have any new items I could steal for inclusing in V5 of my mod?


Yeah, there are quite a few new ones. Just check out the latest version. Smile


Re: Alpha_Item_Mod_for_WF6.06[message #221969] Fri, 19 June 2009 08:06 Go to previous messageGo to next message
Kindred

 
Messages:122
Registered:September 2006
Location: Australia, baby!
Just made a trio of C4 pipebombs. Awesome fun blowing up badguys with homemade grenades.

Any more thought about Far Cry 2 style IEDs made from land mines and mortar shells?
Re: Alpha_Item_Mod_for_WF6.06[message #221974] Fri, 19 June 2009 09:05 Go to previous messageGo to next message
Kaerar

 
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Registered:January 2003
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Don't see why that couldn't be made. Though I wish the Mines had proximity detection so it would go off if any of the surrounding cells was walked upon rather than the exact mine cell.


Re: Alpha_Item_Mod_for_WF6.06[message #221983] Fri, 19 June 2009 09:59 Go to previous messageGo to next message
Starwalker

 
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Gorro der Gr


Re: Alpha_Item_Mod_for_WF6.06[message #222031] Fri, 19 June 2009 15:40 Go to previous messageGo to next message
Denton
Messages:1
Registered:June 2009
lo, long time lurker new poster here, a suggestion for your excellent mod smeagol: how about using that clever weapon upgrade system to do the folding stocks properly, ie if u put a folding stock on a weapon that already has a fixed stock should it should make that weapon lighter not heavier by removing the fixed stock and replacing it with the lighter folding stock. u could do this using the same mechanic that upgrades the sks to the sks tactical, ie 2 weapons in the weapons xml: b = a merged with a folding stock.

great mod btw. i emplore u to use the 113 weapon balance instead of the wf606 one though. Cool atm im having to cut paste and tweak your additions in the weapons xml onto a 113 weapons.xml. and yes im doin that every update. anyone else pine for the 113 weap balance?
Re: Alpha_Item_Mod_for_WF6.06[message #222034] Fri, 19 June 2009 15:56 Go to previous messageGo to next message
Kindred

 
Messages:122
Registered:September 2006
Location: Australia, baby!
If you're talking about the enemy item choices Denton, I do the same. I take out some of the more fantastic and modern weapons, replacing the army's guns with older AKs, G3s, FALs and the like.

Makes things a little more dangerous, since the badguys tend to have 7.62 weapons more often than 5.56.
Re: Alpha_Item_Mod_for_WF6.06[message #222035] Fri, 19 June 2009 16:12 Go to previous messageGo to next message
smeagol

 
Messages:2732
Registered:June 2008
Location: Bremen, Germany
Denton
lo, long time lurker new poster here, a suggestion for your excellent mod smeagol: how about using that clever weapon upgrade system to do the folding stocks properly, ie if u put a folding stock on a weapon that already has a fixed stock should it should make that weapon lighter not heavier by removing the fixed stock and replacing it with the lighter folding stock. u could do this using the same mechanic that upgrades the sks to the sks tactical, ie 2 weapons in the weapons xml: b = a merged with a folding stock.

great mod btw. i emplore u to use the 113 weapon balance instead of the wf606 one though. Cool atm im having to cut paste and tweak your additions in the weapons xml onto a 113 weapons.xml. and yes im doin that every update. anyone else pine for the 113 weap balance?



Ugh... that would be a lot of work for quite little effect... I'd probably rule that out (I'd only do that if I'm really bored and ran out of ideas for other stuff to include).

If you like to keep the enemy gun choices, just keep a backup of the .xml file (think it's enemygunchoices.xml in the table-data folder), thus you don't have to revert it manually each time. Smile


Re: Alpha_Item_Mod_for_WF6.06[message #222080] Fri, 19 June 2009 21:37 Go to previous messageGo to next message
smeagol

 
Messages:2732
Registered:June 2008
Location: Bremen, Germany
Just reworked the pic for the 108 Russian vest (the original pic I used for it was in fact that of the US M65 jacket... uhm... yeah). The 108 vest now looks much more like the 107 vest (in fact I used the 107 vest and just changed the pockets around a bit).

Also added:
- Russian RM-21G vest (as an alternative to HK Police vest//guarder force recon vest//VOG chest rig for those 40mm grenade users)
- Viper South African vest
- the aforementioned M65 Flak Jacket (which is an early game, low coolness LBE item, though the name might be a bit missleading...)


Re: Alpha_Item_Mod_for_WF6.06[message #222087] Fri, 19 June 2009 22:54 Go to previous messageGo to next message
Maalstroom

 
Messages:342
Registered:December 2008
Location: en route to San Hermanos
minigun? flamethrower? MINIGUN? you can rip off the old bullfrog syndicate wars!
Re: Alpha_Item_Mod_for_WF6.06[message #222127] Sat, 20 June 2009 03:14 Go to previous messageGo to next message
Kindred

 
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Bah! Miniguns are for people who can't shoot accurately.
Re: Alpha_Item_Mod_for_WF6.06[message #222131] Sat, 20 June 2009 04:19 Go to previous messageGo to next message
Mauser

 
Messages:770
Registered:August 2006
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Kindred
Bah! Miniguns are for people who can't shoot accurately.


not quite true. miniguns are for people with poor trigger discipline, a very low center of gravity and no sense of using ammo efficiently and an preference for overkill. and for videogamers.

@ smeagol: great work as usual! keep up the great work!

☆★GL★☆
Re: Alpha_Item_Mod_for_WF6.06[message #222147] Sat, 20 June 2009 06:02 Go to previous messageGo to next message
Kaerar

 
Messages:2044
Registered:January 2003
Location: Australia :D
I love miniguns...

Ah...

Go Syndicate Wars...

Uh-oh...


Re: Alpha_Item_Mod_for_WF6.06[message #222175] Sat, 20 June 2009 11:44 Go to previous messageGo to next message
lockie

 
Messages:3827
Registered:February 2006
Location: Scotland
Will somebody please work on flamethrowers for Smeagol ..... ( smell burning flesh in the morning :diabolical: )


Re: Alpha_Item_Mod_for_WF6.06[message #222183] Sat, 20 June 2009 12:16 Go to previous messageGo to next message
Maalstroom

 
Messages:342
Registered:December 2008
Location: en route to San Hermanos
ok here is one! i think it will work just fine!
http://www.youtube.com/watch?v=f1N-s03ErM0&feature=fvsr k! bad joke
but here is something interesting
http://freelancer.ag.ru/ja2/download/index_eng.shtml
W3st's Editor 2.21 and in militia factions is one at least so says will gates
Re: Alpha_Item_Mod_for_WF6.06[message #222185] Sat, 20 June 2009 12:32 Go to previous messageGo to next message
Kaerar

 
Messages:2044
Registered:January 2003
Location: Australia :D
I have W4st's 2.40 and 2.41 editors...


Re: Alpha_Item_Mod_for_WF6.06[message #222187] Sat, 20 June 2009 12:51 Go to previous messageGo to next message
Maalstroom

 
Messages:342
Registered:December 2008
Location: en route to San Hermanos
and does flamethrower work? as they say?
Re: Alpha_Item_Mod_for_WF6.06[message #222192] Sat, 20 June 2009 14:32 Go to previous messageGo to next message
smeagol

 
Messages:2732
Registered:June 2008
Location: Bremen, Germany
Mauser

@ smeagol: great work as usual! keep up the great work!


Thanks. I'll try my best to keep it up. Smile


Some new ideas:

I.
Flare mines which will accept detonators and remote detonators (would be nice to set up ambushes or defensive positions. Those Trip flares are quite unreliable, I've tested them quite extensively and the enmeies almost never step on them).


II.
At the moment you need to merge either quick glue//duct tape with several attachments to create the modified version, which in turn is used to create aiming modules but has no noticeable other effect on the game. Mauser suggested in one reply, that he wanted the ACOG scope glued to the MG3, which made me think...

What do you guys think about the idea, that the modified versions are inseperable. That would offer several new possibilities:
- Shift-F won't remove these attachments from guns
- you could glue some of them to guns, that won't accept the normal versions (like MG3 and the glued on ACOG, need to think about a list which would make sense, putting a sniper scope on a pistol definately doesn't make sense... )
- enemies could have attachments glued to their guns (but of course would still use non-glued versions as well). that would restrict the availabilty of attachments looted from enemies, either you take the gun with it, or you don't...
- would help to personalize merc equipment (for example it wouldn't be possible to hire certain mercs just to rob their scope...)


Feedback, please. :happybear:


Edit:
Just included that flare mine (don't know about a klaxon mine... would probably be pretty pointless). To get these you need to merge a modified flare with a "pack of gum" (hooray, finally a use for this item ^^ and also added packs of gum to several shop keeper inventories).

Edit 2: Meh... flare mines with detonator don't work. They just explode as regular bombs, but won't lit the area. Hmm... maybe these could be used as stationary flashbangs?

[Updated on: Sat, 20 June 2009 15:20] by Moderator



Re: Alpha_Item_Mod_for_WF6.06[message #222195] Sat, 20 June 2009 15:08 Go to previous messageGo to next message
Matryoshka

 
Messages:86
Registered:September 2004
Location: New Zealand
smeagol
Just added the Beretta Cx4 Storm in a modified SMG version (I think a semi-automatic carbine version, like the Calico M-900 wouldn't be used anyway...).

The gun has a 30 shot .40S&W mag, only single and 3-shot burst fire modes, slightly better range than the MP5/40 (190 compared to 175) and thanks to a rail will accept ACOG scopes.

:devilglasses: That's ace, smeagol! :ok:

Y'know, seeing the AUG-A1 in the lineup gives me some options in editing the EGC.xml to create a 'proper' Arulcan Army loadout... :venus:
And when you get the chance to add it to a later edition of the Alpha-Mod, I suspect the G41 C-Mag may quickly become a weapon that gets retained all the way through the end-game. Okay, it'll still be heavy, but with R&S, ACOG/Combo, LAM/Flashlight module and bipod, it should make a really good go of the LMG role, and bollocks to that fancy-Dan G36! :devilglasses: (Though I'd better not say that where Buzz can hear me.... :rifle:)

All in all, this not-so-mini-mod is giving me us players all kinds of options for things (both the 'factory-standard' kit and the MacGyver'd gear), and I'm extremely grateful to you for your efforts to continually increase our supply of COOL. :bow:

[Updated on: Sat, 20 June 2009 15:17] by Moderator

Re: Alpha_Item_Mod_for_WF6.06[message #222197] Sat, 20 June 2009 15:09 Go to previous messageGo to next message
lockie

 
Messages:3827
Registered:February 2006
Location: Scotland
Quote:
and does flamethrower work? as they say?


Will has a screenie showing it working , but I asked for this before with no success Sad , burn you suckers , burn . :welder:


Re: Alpha_Item_Mod_for_WF6.06[message #222198] Sat, 20 June 2009 15:13 Go to previous messageGo to next message
lockie

 
Messages:3827
Registered:February 2006
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Quote:
Those Trip flares are quite unreliable, I've tested them quite extensively and the enmeies almost never step on them).


Again , in Will's mod , trip flares worked well for the enemy , I was well lit up Surprised , but as for enemies , why wouldn't they work ?


Re: Alpha_Item_Mod_for_WF6.06[message #222200] Sat, 20 June 2009 15:22 Go to previous messageGo to next message
smeagol

 
Messages:2732
Registered:June 2008
Location: Bremen, Germany
lockie
Quote:
Those Trip flares are quite unreliable, I've tested them quite extensively and the enmeies almost never step on them).


Again , in Will's mod , trip flares worked well for the enemy , I was well lit up Surprised , but as for enemies , why wouldn't they work ?


Because the AI is smart enough to always detect and just walk around them.


Re: Alpha_Item_Mod_for_WF6.06[message #222201] Sat, 20 June 2009 15:24 Go to previous messageGo to next message
smeagol

 
Messages:2732
Registered:June 2008
Location: Bremen, Germany
lockie
Quote:
and does flamethrower work? as they say?


Will has a screenie showing it working , but I asked for this before with no success Sad , burn you suckers , burn . :welder:



Maybe if someone gives me a detailed description how to implement it (including animations and such...), I'd try to do so. Wink

Edit:
As those flare mines didn't work, I replaced them with stationary flashbangs (and these do work, just don't know yet, if the blinding effect works or not...).
Don't know, if these are actually useful in game terms, but it will offer those people who like to make their own explosives a new option to tinker around with. The Flashbang Mine will be made from merging a pack of gum with a regular flashbang and are then treated as a regular bomb (and it would really be a waste of that nice animation, if there was only one item that used it, wouldn't it?).

[Updated on: Sat, 20 June 2009 15:51] by Moderator



Re: Alpha_Item_Mod_for_WF6.06[message #222207] Sat, 20 June 2009 16:06 Go to previous messageGo to next message
lockie

 
Messages:3827
Registered:February 2006
Location: Scotland
Quote:
Maybe if someone gives me a detailed description how to implement it (including animations and such...), I'd try to do so.


I'll ask Will to do so :ok:

Quote:
As those flare mines didn't work, I replaced them with stationary flashbangs (and these do work, just don't know yet, if the blinding effect works or not...).


How come one works , yet the other doesn't , odd ?


Re: Alpha_Item_Mod_for_WF6.06[message #222236] Sat, 20 June 2009 17:48 Go to previous messageGo to next message
smeagol

 
Messages:2732
Registered:June 2008
Location: Bremen, Germany
lockie

How come one works , yet the other doesn't , odd ?



Odd indeed... guess it is somehow linked to the detonator. The interaction between the "Flare" tag in the explosives column of the item and an attached detonatot seems to be not working, don't know what's wrong there...


Re: Alpha_Item_Mod_for_WF6.06[message #222272] Sat, 20 June 2009 21:35 Go to previous messageGo to next message
smeagol

 
Messages:2732
Registered:June 2008
Location: Bremen, Germany
Matryoshka

- The WP hand-grenade (I forget its name)
(We already have the thermite grenade, I know. I haven't yet had a chance to play with it, but I believe the WP grenade is lighter, more aerodynamic, and flies further than the thermite 'can', and can be packed in two-per-grenade-slot. This one goes under 'nice but skippable' because I haven't had a chance to try it out and see if it's got enough 'under the hood' to merit promotion in priority; with the pre-existence of the thermite grenade, I suspect it may not.)


Just added M35 WP willie pete grenade. have fun. Smile

Edit: Upload complete. V23 is now available.

[Updated on: Sat, 20 June 2009 21:41] by Moderator



Re: Alpha_Item_Mod_for_WF6.06[message #222283] Sat, 20 June 2009 22:50 Go to previous messageGo to next message
Randok

 
Messages:301
Registered:March 2004
I love new backpacks, combat packs, vests, pockets, new items. I have big fun. Thank you.
Re: Alpha_Item_Mod_for_WF6.06[message #222326] Sun, 21 June 2009 00:37 Go to previous messageGo to next message
Sam Hotte

 
Messages:2001
Registered:March 2009
Location: Middle of Germany
smeagol
At the moment you need to merge either quick glue//duct tape with several attachments to create the modified version, which in turn is used to create aiming modules but has no noticeable other effect on the game. Mauser suggested in one reply, that he wanted the ACOG scope glued to the MG3, which made me think...

What do you guys think about the idea, that the modified versions are inseperable. That would offer several new possibilities:
- Shift-F won't remove these attachments from guns
- you could glue some of them to guns, that won't accept the normal versions (like MG3 and the glued on ACOG, need to think about a list which would make sense, putting a sniper scope on a pistol definately doesn't make sense... )
- enemies could have attachments glued to their guns (but of course would still use non-glued versions as well). that would restrict the availabilty of attachments looted from enemies, either you take the gun with it, or you don't...
- would help to personalize merc equipment (for example it wouldn't be possible to hire certain mercs just to rob their scope...)

My first thought is that i would not like this. Instead of glueing optics to weapons that normally won't fit there, i would prefer having a special optics for that particular weapon; like the PEM or No.32 for those WW2 guns.

Concerning unremovable optics: I prefer the versatility you created with those rail adapters that allow to remove fixed built-in optics. Non removable but only clued on optics seemed quite contradictory to me.

YMMV. Smile


Re: Alpha_Item_Mod_for_WF6.06[message #222368] Sun, 21 June 2009 04:53 Go to previous messageGo to next message
Kaerar

 
Messages:2044
Registered:January 2003
Location: Australia :D
I think he's going for that MacGuyver feel Smile


Re: Alpha_Item_Mod_for_WF6.06[message #222371] Sun, 21 June 2009 05:04 Go to previous messageGo to previous message
smeagol

 
Messages:2732
Registered:June 2008
Location: Bremen, Germany
Not only that... I'm also one of those people who tend to put each and every item into one sector with shift-E when equipping a whole squad of 20+ mercs. and it gets quite annyoing to have to refit each attachment to every gun... thought it would be quite practical to create somewhat personalized guns this way. Wink



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