Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » AIMNAS Archives » Alpha_Item_Mod_for_WF6.06 Part 1
Re: Alpha_Item_Mod_for_WF6.06[message #223809] Sat, 27 June 2009 17:20 Go to previous messageGo to next message
smeagol

 
Messages:2732
Registered:June 2008
Location: Bremen, Germany
Will Gates
@ 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.


Well, I followed your steps in overwriting the Queen Spit slot, but somehow the flamethrower still doesn't work properly. Would be good, if you could take a look at it in the XML editor.


I have the flamer animation, the area effect, but it still lacks the damage caused by the "spit".



Re: Alpha_Item_Mod_for_WF6.06[message #223841] Sat, 27 June 2009 20:42 Go to previous messageGo to next message
smeagol

 
Messages:2732
Registered:June 2008
Location: Bremen, Germany
Update on work progress:


Fixed the Diemaco C7A2 C-Mag

Added HK 417 16" and HK 417 20" (with new pics) and will now add the appropriate barrel conversion kits.

Updated enemy item drops cocerning LBE items.


Re: Alpha_Item_Mod_for_WF6.06[message #223850] Sat, 27 June 2009 21:28 Go to previous messageGo to next message
Sam Hotte

 
Messages:2001
Registered:March 2009
Location: Middle of Germany
smeagol
Update on work progress:


Fixed the Diemaco C7A2 C-Mag

Added HK 417 16" and HK 417 20" (with new pics) and will now add the appropriate barrel conversion kits.

Updated enemy item drops cocerning LBE items.

Good Guy! :ok: :cheers:

Thx Smile
Re: Alpha_Item_Mod_for_WF6.06[message #223857] Sat, 27 June 2009 22:03 Go to previous messageGo to next message
smeagol

 
Messages:2732
Registered:June 2008
Location: Bremen, Germany
Added/modified following merges:

two shaped charges = C1 small
Gameboy + C1 small = 2 shaped charges
HK 417 barrel merges

removed C4 small + Gameboy = shaped charge combo (wouldn't make much sense if you put those 2 shaped charges back together and suddenly got C1 small charge out of C4 small charge... now the only way to transmute shaped charges is from C1 small and vice versa).




Also added the insepreable tag to the mod. attachments (these don't show up as enemies drops at the moment, thus the only way to make them is by quick glue//duct tape to the original attachment. Maybe I'll add the mod. versions to the enemy drops, as stated above. The idea seems still to be controversial, yet I see some design space there...).
This is still on a trial basis. If this works out as intended, I'll add mod. versions for the other attachments as well.

So far the only real change caused by this, concern several LMGs which are now able to take ACOG 4x Combo and regular ACOG 4x scopes in the mod. version.



Re: Alpha_Item_Mod_for_WF6.06[message #223894] Sun, 28 June 2009 02:46 Go to previous messageGo to next message
smeagol

 
Messages:2732
Registered:June 2008
Location: Bremen, Germany
Kindred
Hmmm. Try Devin, he always seems to have a few pices of wire when I visit.


Or you could try Sam in Balime, as far as I remember he should have some copper wire, as well (if not, I'll add it to his inventory... just openening XMl editor again to doublecheck...).

Edit:
Okay, just looked it up. Sam, Keith, Jake and Devin sell Copper Wire in varying quantities. Shouldn't be that difficult to get hold of it. Smile

Kaerar
The MOLLE system in DBB is pretty clever if crude. Not sure it would be a beneficial addon to the game though IMHO.


Yeah, might offer some use to the Modular pouches, though I fear this would unbalance the LBE system quite a bit (and besides it's massive work to implement it, especially regarding item sizes/pocket types, which would all require a severe reworking... not excatly what I'm looking for... compared to the gain, the amount of work seems not really justified).

Sam_Hotte

Good Guy!


Always a pleasure. :cheers:

[Updated on: Sun, 28 June 2009 02:54] by Moderator



Re: Alpha_Item_Mod_for_WF6.06[message #224167] Mon, 29 June 2009 16:59 Go to previous messageGo to next message
smeagol

 
Messages:2732
Registered:June 2008
Location: Bremen, Germany
Uploaded V25.

Includes item pics for 5.45 mags and .338 Lapua by Kaerar and all changes mentioned above.





Re: Alpha_Item_Mod_for_WF6.06[message #224189] Mon, 29 June 2009 19:56 Go to previous messageGo to next message
Kaerar

 
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Registered:January 2003
Location: Australia :D
Just to let you know I'm uploading the proper versions 2mo (makes palettes sorted Smile ). Link is in the other thread Very Happy


Re: Alpha_Item_Mod_for_WF6.06[message #224597] Wed, 01 July 2009 15:21 Go to previous messageGo to next message
smeagol

 
Messages:2732
Registered:June 2008
Location: Bremen, Germany
Just added Kaerar's nice pics of the 5.7 50 round magazines (including a new pic for 5.7 tracer) and the 3 variants of the AR57.

Updating soon.


Re: Alpha_Item_Mod_for_WF6.06[message #224604] Wed, 01 July 2009 15:49 Go to previous messageGo to next message
Kaerar

 
Messages:2044
Registered:January 2003
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Here ya go fully tracerised for ya Smile

P90 Tracer
P90 AET Fix

You might find them useful Very Happy


Re: Alpha_Item_Mod_for_WF6.06[message #224611] Wed, 01 July 2009 16:09 Go to previous messageGo to next message
smeagol

 
Messages:2732
Registered:June 2008
Location: Bremen, Germany
Thanks, that bigitem pic of the tracer mag looks way better than the one I made (but I prefer my md pic Wink ).


Still have problems with getting this Flamethrower work as intended (still no damage in the "flame path"). Any ideas are appreciated...


Also just uploaded V26. Have fun.


Re: Alpha_Item_Mod_for_WF6.06[message #224612] Wed, 01 July 2009 16:10 Go to previous messageGo to next message
Logisteric

 
Messages:3274
Registered:December 2008
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no pix?
Re: Alpha_Item_Mod_for_WF6.06[message #224635] Wed, 01 July 2009 18:00 Go to previous messageGo to next message
smeagol

 
Messages:2732
Registered:June 2008
Location: Bremen, Germany
Logisteric
no pix?


No pics for what?


Re: Alpha_Item_Mod_for_WF6.06[message #224650] Wed, 01 July 2009 18:44 Go to previous messageGo to next message
Will Gates

 
Messages:1019
Registered:September 2006
Location: Far far away.
Hi Smeagol. Check what I did to the explosives section regarding the spit gas damage/breath loss etc(myweaponsmfm text) and where you have flame anim ticked & it likes to say NONE perhaps (which was why I ended up having to colour the spitgas flamey instead)

Re: Alpha_Item_Mod_for_WF6.06[message #224660] Wed, 01 July 2009 19:03 Go to previous messageGo to next message
smeagol

 
Messages:2732
Registered:June 2008
Location: Bremen, Germany
Okay, I'll try that.


Edit:
Set Item159 (Flamethrower Fire, originally was Creature Gas) to

a.) Type: Creature Gas, Animation: none
Result: your re-painted animation of the flames, no damage on the fire's path.

b.) Type: Creature Gas, Animation: Flames
Result: still uses re-painted creature gas cloud, and still no damage in fire's path

c.) Type: Fire Animation: None
Result: runs pretty unstable, quick load mad me crash to desktop. Uses fire animation, yet still no damage by fire's path

d.) Type: Fire Animation Flame
Result: as already tried and implemented in current Item Mod version


don't think that it depends on the explosion alone.
That leaves several different settings:
it's either
a.) the settings of the Flamethrower itself (Item 48, was Queen Spit)
b.) the settings of the Flamethrower ammunition (Item 115)
c.) the settings of the Flame "Explosion" (Item 159, was Creature Gas)
d.) the ammo type (tried using Monster and Flame, both seemed to have no results...)

or, and this is what I think is most probable, a combination of these. Maybe that flame//spit causing damage in it's path is hardcoded to another item, maybe Item 59 (Old Male Spit). I haven't played Sci-Fi with Crepitus that often, thus I really can't remember how the spit attacks of the crepitus behaved in-game.

[Updated on: Wed, 01 July 2009 19:28] by Moderator



Re: Alpha_Item_Mod_for_WF6.06[message #224661] Wed, 01 July 2009 19:03 Go to previous messageGo to next message
Kaerar

 
Messages:2044
Registered:January 2003
Location: Australia :D
No probs. Use what ya like (btw that MD pic is ready to be inserted no palette editing necessary Wink ).

The colours are added using layers and overlay settings in Photoshop. Sometimes you need to edit the base colour they overlays are landing on to keep good colour settings Smile


Re: Alpha_Item_Mod_for_WF6.06[message #224667] Wed, 01 July 2009 19:33 Go to previous messageGo to next message
Will Gates

 
Messages:1019
Registered:September 2006
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hmm I'm as stumped as you. Let me think a bit. There are two (3?) creature gas slots in explosive? Make sure they are all nasty maybe?

Re: Alpha_Item_Mod_for_WF6.06[message #224670] Wed, 01 July 2009 19:37 Go to previous messageGo to next message
smeagol

 
Messages:2732
Registered:June 2008
Location: Bremen, Germany
Just getting used to PhotoShop, still need much more experience. So far, I'm able to copy pics, change their size, adjust some stuff, copy them into the .sti editor, etc... nothing major, only small changes. Most annoying is, that the quality of a pic drops each time you change it's size and "sharpen" often leads to some very strange colours. Some items work well, some really don't. I wanted to add a heavier bipod, but cancelled that, because the pic just looked ugly.



Also tinkered a bit with the hardcoded extended ear slot (the one which allows for militia commands...).
Unfortunately that thing only works, if worn in one of the head slots. I thought it would work to command militia if attached to a helmet, but turned out, that this in fact doesn't work. Would have been nice, as it would have allowed to change the item to a radio only, that could either be worn as a face item or a helmet attachment (with no modification to hearing range).

And also saw on that trial, that EDB shows hearing range +0 on that item if it was attached to a helmet.

Which gives me the idea, to change the item's class.... hmmm might try that out...


Re: Alpha_Item_Mod_for_WF6.06[message #224672] Wed, 01 July 2009 19:44 Go to previous messageGo to next message
smeagol

 
Messages:2732
Registered:June 2008
Location: Bremen, Germany
Will Gates
hmm I'm as stumped as you. Let me think a bit. There are two (3?) creature gas slots in explosive? Make sure they are all nasty maybe?


There are indeed 3 creature gas items (the original I used for the flamethrower, a "small creature gas" and a "very small creature gas"), and in guns there are 4 possible item slots (the 4 creature spits, i.e. queen, infant, young male and adult male and even possibly the original flamethrower, though that obviously seemed not to work).


Re: Alpha_Item_Mod_for_WF6.06[message #225049] Fri, 03 July 2009 02:26 Go to previous messageGo to next message
smeagol

 
Messages:2732
Registered:June 2008
Location: Bremen, Germany
Just adding three new guns. First one will be the DaLisle Carbine. I saw it in the Guns Request thread, liked it and found that it was in Cosplay mod. By searching for more loot in the Cosplay Mod, I also stumbled across two more .30-06 guns which I like to have in the mod (Remington 710 Hunting Rifle and M1918A2 BAR). The .30-06 guns will also require new appropriate mags in .30-06 which will be added as well.


Re: Alpha_Item_Mod_for_WF6.06[message #225060] Fri, 03 July 2009 03:37 Go to previous messageGo to next message
Kindred

 
Messages:122
Registered:September 2006
Location: Australia, baby!
Awesome, I'd love to see more civillian guns like hunting and sporting rifles.

Give my one-man plus rebels games a bit of resistance flavour.
Re: Alpha_Item_Mod_for_WF6.06[message #225086] Fri, 03 July 2009 07:34 Go to previous messageGo to next message
Kaerar

 
Messages:2044
Registered:January 2003
Location: Australia :D
I'm looking to do a remake of the De Lisle Carbine if anyone can find a decent side on pic (takes way too long to draw at the moment!).

Also if ya interested smeagol I am in the process of making a Browning M1919 (aka M2) machine gun and the M2 Stinger (based off the AN/M2 Aircraft machine gun). The Stinger is a mad gun with an RoF in the 1200-1400 RPM range, though it has small ammo capacity (50 or 100rd box mag) for the RoF. The guy who made it was a machinist from the USA who salvaged an AN/M2 and proceeded to cause merry hell to ze Germans with it. He was a lucky man too in that he repeatedly ran up to German bunkers with it and rescued his compatriots as he went back for more ammo Surprised

PS the M1919 is very heavy, the Stinger is a LOT lighter so should be a relatively rare gun as only 2000 were made by Browning after seeing the mods made by the soldier Wink


Re: Alpha_Item_Mod_for_WF6.06[message #225169] Fri, 03 July 2009 12:32 Go to previous messageGo to next message
smeagol

 
Messages:2732
Registered:June 2008
Location: Bremen, Germany
Kaerar
I'm looking to do a remake of the De Lisle Carbine if anyone can find a decent side on pic (takes way too long to draw at the moment!).

Also if ya interested smeagol I am in the process of making a Browning M1919 (aka M2) machine gun and the M2 Stinger (based off the AN/M2 Aircraft machine gun). The Stinger is a mad gun with an RoF in the 1200-1400 RPM range, though it has small ammo capacity (50 or 100rd box mag) for the RoF. The guy who made it was a machinist from the USA who salvaged an AN/M2 and proceeded to cause merry hell to ze Germans with it. He was a lucky man too in that he repeatedly ran up to German bunkers with it and rescued his compatriots as he went back for more ammo Surprised

PS the M1919 is very heavy, the Stinger is a LOT lighter so should be a relatively rare gun as only 2000 were made by Browning after seeing the mods made by the soldier Wink


Hmm... that M2 is really heavy.... doubt it would make any sense to include that one, as no one would use it (just think about that Browning MG that's already included, the stats simply suck compared to other machine guns).

If I would include the M2 and the M2 Stinger, I probably wouldn't make the Stinger available through Bobby Ray, but instead as a merge item (for which some kind of assembled conversion kit would be necessary...).
After a short research on the net it seemed that very few of them were produced which makes it pretty unlikely that BR has them in stock... same should be true for the De Lisle Carbine, according to Wikipedia only 129 were produced during WW2... though I added it to BR's stock anyway.


Edit:
Kaerar, I remember you said that you somewhere had a pic of the L86A1 LMG. Would it be possible to add a 42 rnd mag to the pic (same as AUG Hbar)? I don't like the pic in the Cosplay mod, but I think with a 42 rnd mag the gun might be interesting enough to warrant inclusion.


Edit 2:
Also stumbled during my research upon the Gepard M6 Lynx
, which seems like an interesting gun (short bullpup anti-material rifle).

Unfortunately I only found pics of it with the barrel pointing to the right. The pic I currently make will be just an inverted mock-up. If someone finds a better pic, I'd gladly take it. Smile

[Updated on: Fri, 03 July 2009 13:57] by Moderator



Re: Alpha_Item_Mod_for_WF6.06[message #225233] Fri, 03 July 2009 17:20 Go to previous messageGo to next message
Kaerar

 
Messages:2044
Registered:January 2003
Location: Australia :D
I do have pics of the L86A1 and A2. The latter being the better one Wink

Ironically there is no 42 round mag for most 5.56 systems, the 42 round being a Steyer anomaly. There is however a standard STANAG 45 round mag which is compatible with any STANAG receiver. Maybe we should alter the AUG to take that instead. I can make up the L86 with it though due to size restrictions I don't think the L86 uses it...

The M2 is the M1919 (in 1.13) but the pic needs a bit of a touch up. It is extremely heavy but should have very little auto recoil due to that. It was never that accurate and was mainly a suppression gun and defensive position gun. The Stinger however could be fired from the hip and was extremely light by comparison. It's limitations were mainly RoF to Ammo ratio. Personally I'd add the Stinger and the De Lisle to Tony's or another ingame vendor than BRay's.

Oh I got a great side pic of the M6 Lynx too Wink


Re: Alpha_Item_Mod_for_WF6.06[message #225242] Fri, 03 July 2009 17:52 Go to previous messageGo to next message
smeagol

 
Messages:2732
Registered:June 2008
Location: Bremen, Germany
Your M6 certainly looks better than my noobish atempt. I've uploaded the bigitem sti and the mdguns so you can take a look at it. Still don't get used to how images are uplaoded into a forum thread...


Gepard M6 Lynx .sti files


Edit:

The idea behind L86 using the 42 rnd is simply, that I consider it a waste of item slots to have only one gun (AUG Hbar) that uses this item. And as both the L86 and the Hbar serve almost the same roles, I think it's okay to dump reality in favour of game balance. I would be okay with the L86 having a 42 rnd mag, even if that's not 100% reality.

[Updated on: Fri, 03 July 2009 17:54] by Moderator



Re: Alpha_Item_Mod_for_WF6.06[message #225246] Fri, 03 July 2009 18:00 Go to previous messageGo to next message
Kaerar

 
Messages:2044
Registered:January 2003
Location: Australia :D
It's your mod mate Smile

I was just giving you the details on the mags Wink

To upload images, send them to an FTP or photobucket or imageshack or another pic hosting site. Get the url of the image and then put it in the {img}{/img} tags Very Happy

LOL that M6 is a tad noobish isn't it, let me have a crack at it...


Re: Alpha_Item_Mod_for_WF6.06[message #225253] Fri, 03 July 2009 18:16 Go to previous messageGo to next message
smeagol

 
Messages:2732
Registered:June 2008
Location: Bremen, Germany
Test upload of big pic of the M6 Lynx:


http://img219.imageshack.us/img219/8411/m6lynx.png


Edit:
@Kaerar: Thanks for the uplaod description. Worked out. Smile

[Updated on: Fri, 03 July 2009 18:17] by Moderator



Re: Alpha_Item_Mod_for_WF6.06[message #225257] Fri, 03 July 2009 18:27 Go to previous messageGo to next message
Kaerar

 
Messages:2044
Registered:January 2003
Location: Australia :D
Cool beans Smile

Gimme an hour and I'll see what I can do Wink

P.S. You might need a new thread...

P.P.S. Gonna have to do that hour 2mo. Just realised its almost 2am Surprised


Re: Alpha_Item_Mod_for_WF6.06[message #225488] Sat, 04 July 2009 16:59 Go to previous messageGo to next message
jay.pea

 
Messages:25
Registered:March 2009
Location: Munich, Germany
smeagol
with the help of Will Gates I finally got the flamethrower working.

I'll need your help to play test the hell out of it ..

  • The area of effect (and the range)of the flamethrower is ok
  • the damage should be higher.
  • The biggest downside ist the usage of the monster slot. Because of this i can not use the flamethrower to equip the robot. :sadyellow:
  • the ft comes with a 10 round magazine that can not be unloaded (if you do this the mag disapears)
PS:
i've updated facilities.xml and dynamicrestrictions.xml for HAM3.5. The facilities now match the Wildfire maps.
you can find it here:
http://cid-227bdc5b273f8e0a.skydrive.live.com/browse.aspx/Wildfire+HAM
(readme included)
Re: Alpha_Item_Mod_for_WF6.06[message #225506] Sat, 04 July 2009 18:09 Go to previous messageGo to next message
Kaerar

 
Messages:2044
Registered:January 2003
Location: Australia :D
Well I had a crap fight with that M6 and lost. Will have another go when brain is functioning again (pic is a sod to get right!).

Anyway for you perusal here's some other remakes you may like. I thought Tbird49x's Rocket Rifle could do with an MD pic, and that old Video Camera needed revamping a little Wink

http://www.wmwiki.com/hosted/ja2/Web%20Previews/RRandCam.png

Rocket Rifle
Video Camera

[Updated on: Sat, 04 July 2009 18:30] by Moderator



Re: Alpha_Item_Mod_for_WF6.06[message #225516] Sat, 04 July 2009 19:27 Go to previous messageGo to next message
Logisteric

 
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Registered:December 2008
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lol, a camera with a sniper scope mounted Very Happy
Re: Alpha_Item_Mod_for_WF6.06[message #225520] Sat, 04 July 2009 19:39 Go to previous messageGo to next message
Kaerar

 
Messages:2044
Registered:January 2003
Location: Australia :D
Makes a few concealed weapon ideas possible Smile

Though I think that's the carry handle with mic embedded Wink


Re: Alpha_Item_Mod_for_WF6.06[message #225592] Sun, 05 July 2009 03:09 Go to previous messageGo to next message
Kindred

 
Messages:122
Registered:September 2006
Location: Australia, baby!
Concealed weapons are useless unless there's some kind of disguise mechanic in the game.

Yet another thing we can hope for in JA3.
Re: Alpha_Item_Mod_for_WF6.06[message #225598] Sun, 05 July 2009 04:33 Go to previous messageGo to next message
free8082002

 
Messages:23
Registered:January 2003
Location: Argentina
for what is the can of oil? Already try mix with alcohol and that CTD. And cannot make molotov. I play Wildfire, alpha item v23 and 007 exe. Thanks.
Re: Alpha_Item_Mod_for_WF6.06[message #225615] Sun, 05 July 2009 08:27 Go to previous messageGo to next message
Kindred

 
Messages:122
Registered:September 2006
Location: Australia, baby!
Sounds like you need to reinstall the latest Alpha Item Mod. Oil can be mixed with alcohol, then a rag added for molotov cocktail. I think it crashes if you have the rag already attached before you put the oil into the alcohol.

Also, try mixing tanks of gas with the oil, then adding various types of grenades. Bang.
Re: Alpha_Item_Mod_for_WF6.06[message #225645] Sun, 05 July 2009 15:00 Go to previous messageGo to next message
jay.pea

 
Messages:25
Registered:March 2009
Location: Munich, Germany
image missing:
in v26 the image for the Police Vest (uiIndex 1416) is not assigned.
ubGraphicNum is not set (should be 129) and therefore the police vest is rendered as TNT.
Re: Alpha_Item_Mod_for_WF6.06[message #225649] Sun, 05 July 2009 15:38 Go to previous messageGo to next message
smeagol

 
Messages:2732
Registered:June 2008
Location: Bremen, Germany
JP
image missing:
in v26 the image for the Police Vest (uiIndex 1416) is not assigned.
ubGraphicNum is not set (should be 129) and therefore the police vest is rendered as TNT.


Yeah, had already noticed that and fixed it. The XML editor tends to delete pics of items which got modified. When I modified that Police Vest I must have overlooked the changecd pic.


Re: Alpha_Item_Mod_for_WF6.06[message #225695] Sun, 05 July 2009 19:55 Go to previous messageGo to next message
Kaerar

 
Messages:2044
Registered:January 2003
Location: Australia :D
Though you might be interested in these Wink

http://www.wmwiki.com/hosted/ja2/Web%20Previews/cawsrpk.png

CAWS
RPK


Re: Alpha_Item_Mod_for_WF6.06[message #225698] Sun, 05 July 2009 20:01 Go to previous messageGo to next message
jay.pea

 
Messages:25
Registered:March 2009
Location: Munich, Germany
hello again,
I've noticed that some of the Hillbilly Civilians in Gambria G9 (for example slot #223) have shotguns with sniper scopes. According to the map editor they should only be equiped with duckbills.
Re: Alpha_Item_Mod_for_WF6.06[message #225699] Sun, 05 July 2009 20:01 Go to previous messageGo to next message
smeagol

 
Messages:2732
Registered:June 2008
Location: Bremen, Germany
Kaerar
Though you might be interested in these Wink

http://www.wmwiki.com/hosted/ja2/Web%20Previews/cawsrpk.png

CAWS
RPK


Yeah, those look really good. Maybe you like to make a version of the CAWS with picatinny rails as well?


Re: Alpha_Item_Mod_for_WF6.06[message #225704] Sun, 05 July 2009 20:09 Go to previous messageGo to previous message
Kaerar

 
Messages:2044
Registered:January 2003
Location: Australia :D
No probs. Would be easy as killing bunnies with axes. Though will do it 2mo as it's past 3am and I have to be up at 7am...


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