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Re: Alpha_Item_Mod_for_WF6.06[message #221960]
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Fri, 19 June 2009 07:20
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Oldpossum |
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Messages:42
Registered:October 2005 Location: Adelaide, SA |
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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?
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Corporal
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Re: Alpha_Item_Mod_for_WF6.06[message #222192]
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Sat, 20 June 2009 14:32
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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Mauser
@ smeagol: great work as usual! keep up the great work!
Thanks. I'll try my best to keep it up.
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 Report message to a moderator
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Re: Alpha_Item_Mod_for_WF6.06[message #222195]
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Sat, 20 June 2009 15:08
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Matryoshka |
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Messages:90
Registered:September 2004 Location: New Zealand |
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smeagolJust 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 Report message to a moderator
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Corporal 1st Class
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Re: Alpha_Item_Mod_for_WF6.06[message #222201]
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Sat, 20 June 2009 15:24
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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lockieQuote:and does flamethrower work? as they say?
Will has a screenie showing it working , but I asked for this before with no success , 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.
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 Report message to a moderator
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Re: Alpha_Item_Mod_for_WF6.06[message #222326]
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Sun, 21 June 2009 00:37
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Sam Hotte |
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Messages:1966
Registered:March 2009 Location: Middle of Germany |
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smeagolAt 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.
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Sergeant Major
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