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Re: Alpha_Item_Mod_for_WF6.06[message #222381] Sun, 21 June 2009 11:36 Go to previous messageGo to next message
Kindred

 
Messages:121
Registered:September 2006
Location: Australia, baby!
Slight problem, Smeagol. In the latest version, sniper scopes are using the graphics of a CAWS magazine.
Re: Alpha_Item_Mod_for_WF6.06[message #222397] Sun, 21 June 2009 13:23 Go to previous messageGo to next message
Matryoshka

 
Messages:89
Registered:September 2004
Location: New Zealand
Kindred
Slight problem, Smeagol. In the latest version, sniper scopes are using the graphics of a CAWS magazine.

That's the 'default' image for that image-set - it looks like the value defining the proper image in the set got blanked somehow, so it's reading #0 instead of #171.

If you're using Notepad++, find item 208 and replace the current image-definition with this one:
Quote:

1
171


That should solve your problem. Wink
Re: Alpha_Item_Mod_for_WF6.06[message #222401] Sun, 21 June 2009 14:04 Go to previous messageGo to next message
Sam Hotte

 
Messages:1997
Registered:March 2009
Location: Middle of Germany
JFTR, smeagol: you can except weapon's attachments from being removed with shift+F in optins.ini. Wink

[Updated on: Sun, 21 June 2009 14:07] by Moderator

Re: Alpha_Item_Mod_for_WF6.06[message #222413] Sun, 21 June 2009 16:02 Go to previous messageGo to next message
jay.pea

 
Messages:25
Registered:March 2009
Location: Munich, Germany
Maalstroom
and does flamethrower work? as they say?
I've had a look at the flamethrower settings and was able to make it work (at least partially). Here's what i've done (with the XML Editor):
    Weapon settings for flamethrower (id 63)
      raised coolness to 7
      changed capacity to 5
      changed BR inventory
    Ammo Settings for the flamethrower clip (id 115)
      raised coolness to 7
      changed price to 500
      changed BR inventory
The result is a working flamethrower (see screenshot).
The downside is, that you still have to aim at a specific target.
Soldiers in the line of fire will not be injured.
http://img197.imageshack.us/img197/1629/flamethrowersingleshot.th.jpg
Because i want to equip the robot i decided to make the Flamethrower a bit more effective by changing the Ammo Type (Flame = id 12).
I set the # Bullets to 20 and activated the acidic flag.
:welder: This is the result:
http://img199.imageshack.us/img199/3834/flamethrowermultishot.th.jpg
It's good enough for me.
Re: Alpha_Item_Mod_for_WF6.06[message #222420] Sun, 21 June 2009 16:55 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
Okay, working on it... I think a solution is to change the specific ammo settings. I added more "bullets" to a shot, flamethrower now works more or less like a shot gun with a nifty animation. Still working on the fine tuning, though.


Edit: using full auto and a high number of bullets seemed to work on first sight and yielded some very flamethrower-like effects. However, due to the animation (fading smoke after the flamethrower was fired) my system slowed down and finally froze twice. ^^
I try to reduce the number of bullets to a more reasonable level (or I try to do it the other way round... only single shot mode, but with a very high number of bullets... should also work).

[Updated on: Sun, 21 June 2009 17:22] by Moderator



Re: Alpha_Item_Mod_for_WF6.06[message #222437] Sun, 21 June 2009 19:28 Go to previous messageGo to next message
lockie

 
Messages:3812
Registered:February 2006
Location: Scotland
As far as I can remenber , Wills flame effect covered several squares and lasted for a coupla turns , like gas .


Re: Alpha_Item_Mod_for_WF6.06[message #222438] Sun, 21 June 2009 19:31 Go to previous messageGo to next message
jay.pea

 
Messages:25
Registered:March 2009
Location: Munich, Germany
minor bug: the game crashes to desktop when attaching a rag to bootle of alcohol and after that attaching oil.
Removing the rag from the attachment list helps.

smeagol
Just uploaded Alpha19 and Maps Update for Row G. You'll need the Alpha19 in order to get the Cambria map G9 working, as I placed one of the newly added items to the map.

when will the remaining maps (H-P) be reworked? I'm curious what new features these maps will contain. :drool:

The vests, backpacks and pouches are very well balanced now. The differentation between single grenade pockets and double gr pockets works well in game (at least for me).
While in the latest games i ended up using only 3 different vests, this has changed considerably. The only vests that are getting obsolete now are those civilian and police/smg vests.

"Sam_Hotte"
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.

I'm with Sam on this one. I prefer a distinctive scope over non removable/glued on items.
Re: Alpha_Item_Mod_for_WF6.06[message #222464] Sun, 21 June 2009 23:15 Go to previous messageGo to next message
Maalstroom

 
Messages:341
Registered:December 2008
Location: en route to San Hermanos
there is a working flamethrower in vengence
the scorpion should know something about it!
http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=211927&page=1#Post211927
Re: Alpha_Item_Mod_for_WF6.06[message #222539] Mon, 22 June 2009 13:19 Go to previous messageGo to next message
Jimmy_the_Llama

 
Messages:7
Registered:March 2009
Since I can't think of another place to put this, and cause I think this is an addition from the Item Mod, I have a question.

Who in their right mind would use a dragonskin vest? It's heavier [with significantly larger penalties,] more expensive and one coolness level up from dyneema and spectra vests, both of which seem to stop most everything once you toss in a ceramic plate. I can't see a reason to use it.
Re: Alpha_Item_Mod_for_WF6.06[message #222554] Mon, 22 June 2009 14:26 Go to previous messageGo to next message
Sam Hotte

 
Messages:1997
Registered:March 2009
Location: Middle of Germany
teh_Llama
Since I can't think of another place to put this, and cause I think this is an addition from the Item Mod, I have a question.

Yes, its an addition by this mod.

teh_Llama
Who in their right mind would use a dragonskin vest? It's heavier [with significantly larger penalties,] more expensive and one coolness level up from dyneema and spectra vests, both of which seem to stop most everything once you toss in a ceramic plate. I can't see a reason to use it.

Well, just keep not using it, if it does not fit your style of playing. Smile
I probably won't buy/use it either.
One possibility to use it could be to draw enemy's attention and bullets towards an very heavy armored merc in order to enable the others to advance unharmed.
Re: Alpha_Item_Mod_for_WF6.06[message #222566] Mon, 22 June 2009 15:11 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
teh_Llama
Since I can't think of another place to put this, and cause I think this is an addition from the Item Mod, I have a question.

Who in their right mind would use a dragonskin vest? It's heavier [with significantly larger penalties,] more expensive and one coolness level up from dyneema and spectra vests, both of which seem to stop most everything once you toss in a ceramic plate. I can't see a reason to use it.


That protection value of dragon skin (~50 protection) is much better than a C18 spectra vest (~30 preotection), I think there are situations, where this quite useful. And you can combine uniform jackets with the dragon vest to get camo-type vests.


Re: Alpha_Item_Mod_for_WF6.06[message #222571] Mon, 22 June 2009 15:33 Go to previous messageGo to next message
Sam Hotte

 
Messages:1997
Registered:March 2009
Location: Middle of Germany
smeagol
And you can combine uniform jackets with the dragon vest to get camo-type vests.

One can combine e.g. woodland jackets with dragon getting a woodland dragon vest?
Does this combined vest offer any pockets (like e.g. mechanic's vest)?
Re: Alpha_Item_Mod_for_WF6.06[message #222572] Mon, 22 June 2009 15:34 Go to previous messageGo to next message
Starwalker

 
Messages:766
Registered:October 2005
Location: Hannover, Germany
Denton
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.

Folding stocks /are/ heavier than the fixed stocks; because they need to be more sturdy in less volume, they often contain metal that is not in the fixed stock.
That the folding stock adds 300g to a gun comes from my observation that most -S versions of the older AK-line are 300g /heavier/ than the non-S versions.


Re: Alpha_Item_Mod_for_WF6.06[message #222575] Mon, 22 June 2009 15:46 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
Sam_Hotte
smeagol
And you can combine uniform jackets with the dragon vest to get camo-type vests.

One can combine e.g. woodland jackets with dragon getting a woodland dragon vest?
Does this combined vest offer any pockets (like e.g. mechanic's vest)?


Nope, just offers a bit more protection (like 3 or 4 points) and a nice camo boost. There are 4 possible combiantions (woodland, urban, desert and night ops).


Re: Alpha_Item_Mod_for_WF6.06[message #222588] Mon, 22 June 2009 16:41 Go to previous messageGo to next message
lockie

 
Messages:3812
Registered:February 2006
Location: Scotland
Camo poncho from Night Ops is a good idea..............


Re: Alpha_Item_Mod_for_WF6.06[message #222594] Mon, 22 June 2009 17:38 Go to previous messageGo to next message
Sam Hotte

 
Messages:1997
Registered:March 2009
Location: Middle of Germany
smeagol
Sam_Hotte
smeagol
And you can combine uniform jackets with the dragon vest to get camo-type vests.

One can combine e.g. woodland jackets with dragon getting a woodland dragon vest?
Does this combined vest offer any pockets (like e.g. mechanic's vest)?


Nope, just offers a bit more protection (like 3 or 4 points) and a nice camo boost. There are 4 possible combiantions (woodland, urban, desert and night ops).

But this camo value is "overruled" by any LBE vest you are usually wearing, isn't it?
And the tiny bit of more protection is negligible with a dragonskin i'd think.

So probably teh will find such a combo even more useless ... Wink
Re: Alpha_Item_Mod_for_WF6.06[message #222595] Mon, 22 June 2009 17:40 Go to previous messageGo to next message
Jimmy_the_Llama

 
Messages:7
Registered:March 2009
Thanks a lot guys! Here's an Idea for the Dragonskin. It seems to have the PALS webbing, so maybe adding some small items that would be able to fit reasonably in the mesh as attachments might be an idea. I've been considering the idea. What do you folks think?

Not to force this on any of the coders, but has integrating MOLLE with 1.13 been brought up after the latest installment of DBB was released?
Re: Alpha_Item_Mod_for_WF6.06[message #222598] Mon, 22 June 2009 17:52 Go to previous messageGo to next message
Kaerar

 
Messages:2044
Registered:January 2003
Location: Australia :D
The MOLLE system in DBB is pretty clever if crude. Not sure it would be a beneficial addon to the game though IMHO.


Re: Alpha_Item_Mod_for_WF6.06[message #222911] Tue, 23 June 2009 20:32 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
Okay guys, :welder:

with the help of Will Gates I finally got the flamethrower working.

WARNING: This will definetly screw up playing with Crepitus.

REPEAT: Don't play with the alien bugs, this will cause trouble, as the flamethrower and the flamethrower fire use up some of the alien spit slots.


Install instruction:
Just as the other alpha_item_mods, copy all folders into your Data-WF folder (or whatever
the folder you use for the mod is named). However, the TILECACHE folder must be copied into the regular DATA folder in your JA2 root folder (just look up that folder before you install this and you will see, that the TILECACHE folder is only found in the DATA folder, not the DATA-WF folder).


Enjoy.

Smeagol



I'll need your help to play test the hell out of it, in order to get things like damage value, area of effect, range, etc... right. I think it's quite difficult to evaluate that thing, I don't want to make it too overpowered, then again it's quite fun to set things on fire.

There might be a problem with the animations, as it seems that there is a limit of animations that can occur at the same time (approximately around 20. That is probably also what screwed up flare mines from alarm triggers and emergency flares//break lights in certain maps, if some of you remember...). My guess is that this is hardcoded, nothing I can do about. Maybe some coder should have a look at this.


Re: Alpha_Item_Mod_for_WF6.06[message #222927] Tue, 23 June 2009 22:10 Go to previous messageGo to next message
Randok

 
Messages:304
Registered:March 2004
@smeagol
Quote:
Slight problem, Smeagol. In the latest version, sniper scopes are using the graphics of a CAWS magazine.

Can you fix this problem in next version? Please Smile
Re: Alpha_Item_Mod_for_WF6.06[message #222928] Tue, 23 June 2009 22:13 Go to previous messageGo to next message
lockie

 
Messages:3812
Registered:February 2006
Location: Scotland
Thanks for trying this Smeagol , I'll be testing tomorrow night :ok:


Re: Alpha_Item_Mod_for_WF6.06[message #222932] Tue, 23 June 2009 22:17 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
Randok
@smeagol
Quote:
Slight problem, Smeagol. In the latest version, sniper scopes are using the graphics of a CAWS magazine.

Can you fix this problem in next version? Please Smile


should have been fixed in V24


Re: Alpha_Item_Mod_for_WF6.06[message #222934] Tue, 23 June 2009 22:22 Go to previous messageGo to next message
Randok

 
Messages:304
Registered:March 2004
I have version 24 ( with Flamethrower ) and still CAWS ( sniper scopes ).
Re: Alpha_Item_Mod_for_WF6.06[message #222936] Tue, 23 June 2009 22:33 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
Randok
I have version 24 ( with Flamethrower ) and still CAWS ( sniper scopes ).


Yeah, you're right... seems I missed to save that, when I fixed it.

Edit: Just uploading a corrected Version of V24 (sorry, you'll have to download the whole package again...).

[Updated on: Tue, 23 June 2009 22:37] by Moderator



Re: Alpha_Item_Mod_for_WF6.06[message #222937] Tue, 23 June 2009 22:34 Go to previous messageGo to next message
Randok

 
Messages:304
Registered:March 2004
Thanks Smile
Re: Alpha_Item_Mod_for_WF6.06[message #223053] Wed, 24 June 2009 11:29 Go to previous messageGo to next message
Sandro

 
Messages:421
Registered:November 2008
Location: Mars
I just tested the flamethrower. I know a lot of people who would like this in game. So I wanted to try. It does not seem to act like a flamethrower at all. Smile I think the flames should be handled in the code differently than other ammos. It actually should damage all soldiers in a row and if it kills a soldier, he should use the burning animations (like when blow up by explosion). It also might leave the burning ground, but not neccessarily. Maybe I can help with the coding stuff.
I just download the vengeance and see how they handled it. We could do a flamethrower minimod.

[Updated on: Wed, 24 June 2009 11:30] by Moderator



Re: Alpha_Item_Mod_for_WF6.06[message #223137] Wed, 24 June 2009 18:02 Go to previous messageGo to next message
Sorkvild

 
Messages:14
Registered:June 2009
Is this mod is a necessary addition or optional? And If anyone would brief me very quickly what it does ? Thanks in advance Smile
Re: Alpha_Item_Mod_for_WF6.06[message #223145] Wed, 24 June 2009 18:27 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
It's an additon to the 1.13 WF Mod.

It offers some new items (got about 300 entries at the moment, including lots of LBE items, some gun attachments, weapons, armor, home-made explosives, new hand grenades, etc...).

I also made updated maps, that will require the item mod, as several items, introduced by this mod, where placed into the maps.


Re: Alpha_Item_Mod_for_WF6.06[message #223153] Wed, 24 June 2009 18:47 Go to previous messageGo to next message
Sorkvild

 
Messages:14
Registered:June 2009
smeagol
It's an additon to the 1.13 WF Mod.

It offers some new items (got about 300 entries at the moment, including lots of LBE items, some gun attachments, weapons, armor, home-made explosives, new hand grenades, etc...).

I also made updated maps, that will require the item mod, as several items, introduced by this mod, where placed into the maps.


Sounds sweet. More guns, never to many Smile

One more question. Is it possible to put new versions of item mod during the game, or do I have start a new one with every new item mod released ?

[Updated on: Wed, 24 June 2009 18:55] by Moderator

Re: Alpha_Item_Mod_for_WF6.06[message #223162] Wed, 24 June 2009 19:27 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
Sorkvild

Sounds sweet. More guns, never to many Smile

One more question. Is it possible to put new versions of item mod during the game, or do I have start a new one with every new item mod released ?


Nope, newer versions usually don't require starting a new game. The added items will show up on Bobby Ray's (or shopkeepers inventories) one game day later most of the time (or in case of merges will be available right away).


Re: Alpha_Item_Mod_for_WF6.06[message #223164] Wed, 24 June 2009 19:27 Go to previous messageGo to next message
jay.pea

 
Messages:25
Registered:March 2009
Location: Munich, Germany
I've changed some of the facilities and the roaming milita settings to go along with HAM3.5 and the WildFire maps.
If you want to try it out - here's the link http://www.easy-share.com/f/1326009456/Wildfire_HAM. Simply copy the files to TableData/Map/

the following changes have been done:
  • The milita only roams on the main roads with the exeption of the sectors E13 to E15. The militia will roam there in order to protect the SAM site.
  • you can train Militia in Barinas, Omerta, Palma and Merida
  • staying in San Mona gives penalties
Because i've not yet explored all Wildfire maps the facilities are not complete.
Re: Alpha_Item_Mod_for_WF6.06[message #223257] Thu, 25 June 2009 02:05 Go to previous messageGo to next message
Headrock

 
Messages:1773
Registered:March 2006
Location: Jerusalem
Also, there are some options for FacilityTypes.xml you haven't seen yet. Wink

I'll get a list out in a couple of days.


Re: Alpha_Item_Mod_for_WF6.06[message #223300] Thu, 25 June 2009 12:14 Go to previous messageGo to next message
jay.pea

 
Messages:25
Registered:March 2009
Location: Munich, Germany
Headrock
Also, there are some options for FacilityTypes.xml you haven't seen yet.

I had a look at your Source - now this is what i call variety in options.

Toggle Spoiler
Re: Alpha_Item_Mod_for_WF6.06[message #223353] Thu, 25 June 2009 18:59 Go to previous messageGo to next message
Will Gates

 
Messages:1019
Registered:September 2006
Location: Far far away.
@ Sandro "It does not seem to act like a flamethrower at all"

Well it should burn all come into contact with the "cloud" if Smeagol followed my advice? Smeagol you there? If all is set up correctly your only valid gripe is that they don't die by the "dance of fire" animation which is hyper-annoying. If you can do better and fix that part please let me know... if you can't well never mind it'll do for now.

[Updated on: Thu, 25 June 2009 19:00] by Moderator


Re: Alpha_Item_Mod_for_WF6.06[message #223538] Fri, 26 June 2009 15:17 Go to previous messageGo to next message
Sam Hotte

 
Messages:1997
Registered:March 2009
Location: Middle of Germany
Smeagol, if i did not overlook them, there are no barrel exchange kits for the HK417 in the mod (they do exist only for HK416).(?)
As the HK417 is included as "Assault"-Version (12"), pls do add "Recce" (16") and/or "Sniper" (20")barrels as well.
(as far as i am concerned, reusing these HK416's graphics would be OK)

TIA. Smile
Re: Alpha_Item_Mod_for_WF6.06[message #223544] Fri, 26 June 2009 16:12 Go to previous messageGo to next message
jay.pea

 
Messages:25
Registered:March 2009
Location: Munich, Germany
suggestion for additional merges:
  • pipebombs + marbles = stronger pipebombs
  • shaped charge + shaped sharge = c1 small sharge
    this ways shaped sharges would at least fullfill some purpose (otherwise i wouldnt need them at all)
  • detonator + gameboy = remote detonator
    comes in handy because i'm always short of remote detonators. should use eloctronic skill.
  • gameboy + utility knife = lameboy display
    (with electronic skill)
  • c1/c4 + Exacto Kife = 2x c1/c4 small sharge
Re: Alpha_Item_Mod_for_WF6.06[message #223653] Sat, 27 June 2009 02:53 Go to previous messageGo to next message
Kindred

 
Messages:121
Registered:September 2006
Location: Australia, baby!
JP, you can already use copper wire to split large explosive charges into two smaller ones.
Re: Alpha_Item_Mod_for_WF6.06[message #223706] Sat, 27 June 2009 11:30 Go to previous messageGo to next message
jay.pea

 
Messages:25
Registered:March 2009
Location: Munich, Germany
Kindred
JP, you can already use copper wire to split large explosive charges into two smaller ones.
Yeah, i know. But i need the copper wire to modify claymores and build detonators.
Re: Alpha_Item_Mod_for_WF6.06[message #223713] Sat, 27 June 2009 11:47 Go to previous messageGo to next message
Kindred

 
Messages:121
Registered:September 2006
Location: Australia, baby!
Hmmm. Try Devin, he always seems to have a few pices of wire when I visit.
Re: Alpha_Item_Mod_for_WF6.06[message #223724] Sat, 27 June 2009 13:00 Go to previous messageGo to previous message
jay.pea

 
Messages:25
Registered:March 2009
Location: Munich, Germany
If i could only find him. He seems to be hiding from me. :sadyellow:

@smeagol
the "Diemaco C7A2 C-Mag" (1725) only has a 30rd mag.
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