Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » AIMNAS Archives » Alpha_Item_Mod_for_WF6.06 Part 2
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Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227621]
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Fri, 17 July 2009 18:21
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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teh_LlamaHey smeagol, not sure if I should limit this to only the WF item mod, but have you considered changing the weight of the armour kits? I brought this up back in the old item mod thread when I mentioned dragon skin, but I've noticed that the JA armour tends to be a lot lighter than real world armoured vests. However, in my fiddling around with the weights to reflect stated weights (with and without plates,) I have found that the burden of vests a little too extreme for gameplay. What are your thoughts on adjusting armour weights?
Hmm... honestly I haven't spent too much thought on armor weight yet. At the moment, I think the vests have appropriate weights in game play terms.
Finished adding the BAR hunting rifle, and I must say, that I'm quite satisfied with the result. Also added a biggame hunter vest (basically just a recoloured hunter vest, that exchanges the shotgun shell pockets for small rifle mag pockets, to fit in those .30-06 rounds...).
I think I'm almost finished for making the update package... I'll have a lost run through the merc starting gear and will see, if there's more to fix.
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Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227676]
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Fri, 17 July 2009 21:55
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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Just uploaded Alpha V29.
Changes included:
- removed all unnecessary items from OIV that were still in the mod (this includes the grenade panel, a.l.i.c.e pack, first aid response kit, 40mm grenade panel, old ghillie suit, medic and mechanic vest upgrades)
- added some new stuff (LBE items that use some of the medic vest pics, pants, a polo shirt, a new fur hat for Ivan, the BAR hunting rifle)
- completely updated Merc Starting gear for all A.I.M. mercs (the MERC mercs have to wait a bit for an update... but as most of their stuff is pretty unimpressive anyways, I might skip that altogether...)
- added a new pocket type (grenade large single), this helps to balance LBE items a bit. Not sure if it's already enough, have a look for yourself and tell me what you think.
You may find some of the loadouts a bit excessive on the ammo side (for example, Henning has each pocket of his Russian 107 vest filled with mags, that's right... that'll be 12 mags!), but this is intended.
The A.I.M frontline mercs are professionals who know what they are doing. And that is first and foremost: bring ammo with you, and lots of it...
It's also noteworthy, that I intended this starting gear for insane play with drop-all disabled and BR on a low setting (due to the options .ini starting cash on insane should be high enough to hire more than one merc, I set it at 150k and find this makes for a fair game start... the difficulty on insane shouldn't come from limited starting ressources, but from increased enemy activity in my opinion). In order not to run out of stuff, you should get enough from the starting mercs you chose. Another important factor for this decision was, that Imp mercs got a bit scaled down through these changes. They still have the same loadout (well, except for those Jeans i added...). If you want to have professionals on your team, get them from A.I.M. and not those punny Lvl 1 Imps.
I like the Imps, don't get me wrong... I always play with a full set of 6 and they do most of the work, but it's not fair, that you get a well equipped team for just 18k, that's why the Imps didn't get any additional ammo... The KAC you get for Marksmanship 90 only has a very limited amount of ammunition, so be sure not to waste too much of it early on, that 6x35 is hard to get in Arulco .
Okay, that's it for now, happy hunting. :happybear:
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Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227700]
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Sat, 18 July 2009 00:35
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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lockieCongrats on postings :wave: , off to d/l 29 now :cheers:
EDIT: just out of interest , would javelin / spear weapon / animation work ?
Uhm... like Javelin Anti-Tank weapon, or old-school hand-to-hand Javelin?
I guess there would be animations needed for melee//thrown attacks (like some fighting animations for trench maces would be nice ^^).
I just started a new game with the new settings, so far I've taken Omerta and Barinas and it's quite some fun.
Play with my 6 imps, 2 A.I.M. Mercs with 2 week contracts (Grizzly and Fox), 6 A.I.M. mercs just for their gear (Monk, Magic, Lynx, Sidney, Thor and Fidel) and the 4 rebels (due to the early rebels patch, had a very old version of that one, thus I could grab Miguel and Carlos right away... if only I knew a bit about NPC scipting... *grmbl* I'd like to have Ira and Dimi from the start, Carlos after 1 town and Miguel after 2, that way it wouldn't be too overpowered, but still reasonably early to get them into your team. With the original settings they are next to useless, but as stated somewhere above in this thread I'm still not able to do the scripting... ah well, one of the next tasks I have to master...).
The BAR hunting rifle is really kick-ass. Quite some fun for my imp sniper.
Resistance in Barinas was quite lame, just 14 enemies on insane, not a real problem for my imp squad. Even had the chance to rob 2 enemies with my martial arts guy (got a Garand and some other random stuff). Now heading for San Mona, to sell off the excess weapons and grab my second car. Afterwards it's up to Drassen with two teams and get hold of the airport...
Stay tuned for more updates on my progress and further additions to the mod.
happy hunting :happybear:
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Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227783]
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Sat, 18 July 2009 13:50
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BirdFlu |
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Messages:438
Registered:September 2007 Location: Lampukistan |
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OK guys, let's make a couple of configuration files.
There are two possibilities, one large monolithic file that contains everything or a couple of files, one for every mod.
I will describe the second approach. I will define a file for the basic game (vfs_ja2.ini), a file for the 1.13 mod (vfs_113.ini), a file for the HAM mod (vfs_HAM.ini), a file for the Wildfire Mod (vfs_WF.ini) and the obligatory user profile ini (vfs_user.ini).
To do this you will have to have this entry in your ja2.ini
[Ja2 Settings]
...
; JA2 1.13
; VFS_CONFIG_INI = vfs_config.JA2113.ini
; ja2 + 1.13 + HAM + WF
VFS_CONFIG_INI = vfs_ja2.ini, vfs_113.ini, vfs_HAM.ini, vfs_WF.ini, vfs_user.ini
; ja2 + 1.13 + HAM
;VFS_CONFIG_INI = vfs_ja2.ini, vfs_113.ini, vfs_HAM.ini, vfs_user.ini
; ja2 + 1.13
;VFS_CONFIG_INI = vfs_ja2.ini, vfs_113.ini, vfs_user.ini
; ja2
;VFS_CONFIG_INI = vfs_ja2.ini, vfs_user.ini
...
The file vfs_ja2.ini is basically a copy of vfs_config.JA2Vanilla.ini with some parts removed. It will be the largest file.
It loads the slf libraries and initializes the "Data" directory
; filename = vfs_ja2.ini
[vfs_config]
PROFILES = SlfLibs, Vanilla
[PROFILE_SlfLibs]
NAME = SLF Libs
LOCATIONS = Ambient, Anims, BattleSNDS, BigItems, Binarydata, Cursors, Data, Faces, Fonts, Interface, Intro, Laptop, Loadscreens, Maps, Mercedt, Music, Npc_speech, Npcdata, Radarmaps, Sounds, Speech, Tilesets
PROFILE_ROOT =
[PROFILE_Vanilla]
NAME = Vanilla Dirs
LOCATIONS = data_dir
PROFILE_ROOT =
#############################################################
## DATA PATHs ##
#############################################################
[LOC_data_dir]
TYPE = DIRECTORY
PATH = Data
MOUNT_POINT =
#############################################################
## LIBRARIEs ##
#############################################################
[LOC_Ambient]
TYPE = LIBRARY
PATH = Data/Ambient.slf
VFS_PATH = Ambient.slf
MOUNT_POINT =
[LOC_Anims]
TYPE = LIBRARY
PATH = Data/Anims.slf
VFS_PATH = Anims.slf
MOUNT_POINT =
[LOC_BattleSNDS]
TYPE = LIBRARY
PATH = Data/BattleSNDS.slf
VFS_PATH = BattleSNDS.slf
MOUNT_POINT =
[LOC_BigItems]
TYPE = LIBRARY
PATH = Data/BigItems.slf
VFS_PATH = BigItems.slf
MOUNT_POINT =
[LOC_Binarydata]
TYPE = LIBRARY
PATH = Data/Binarydata.slf
VFS_PATH = Binarydata.slf
MOUNT_POINT =
[LOC_Cursors]
TYPE = LIBRARY
PATH = Data/Cursors.slf
VFS_PATH = Cursors.slf
MOUNT_POINT =
[LOC_Data]
TYPE = LIBRARY
PATH = Data/Data.slf
VFS_PATH = Data.slf
MOUNT_POINT =
[LOC_Faces]
TYPE = LIBRARY
PATH = Data/Faces.slf
VFS_PATH = Faces.slf
MOUNT_POINT =
[LOC_Fonts]
TYPE = LIBRARY
PATH = Data/Fonts.slf
VFS_PATH = Fonts.slf
MOUNT_POINT =
[LOC_Interface]
TYPE = LIBRARY
PATH = Data/Interface.slf
VFS_PATH = Interface.slf
MOUNT_POINT =
[LOC_Intro]
TYPE = LIBRARY
PATH = Data/Intro.slf
VFS_PATH = Intro.slf
MOUNT_POINT =
OPTIONAL = True
[LOC_Laptop]
TYPE = LIBRARY
PATH = Data/Laptop.slf
VFS_PATH = Laptop.slf
MOUNT_POINT =
[LOC_Loadscreens]
TYPE = LIBRARY
PATH = Data/Loadscreens.slf
VFS_PATH = Loadscreens.slf
MOUNT_POINT =
[LOC_Maps]
TYPE = LIBRARY
PATH = Data/Maps.slf
VFS_PATH = Maps.slf
MOUNT_POINT =
[LOC_Mercedt]
TYPE = LIBRARY
PATH = Data/Mercedt.slf
VFS_PATH = Mercedt.slf
MOUNT_POINT =
[LOC_Music]
TYPE = LIBRARY
PATH = Data/Music.slf
VFS_PATH = Music.slf
MOUNT_POINT =
[LOC_Npc_speech]
TYPE = LIBRARY
PATH = Data/Npc_speech.slf
VFS_PATH = Npc_speech.slf
MOUNT_POINT =
[LOC_Npcdata]
TYPE = LIBRARY
PATH = Data/Npcdata.slf
VFS_PATH = Npcdata.slf
MOUNT_POINT =
[LOC_Radarmaps]
TYPE = LIBRARY
PATH = Data/Radarmaps.slf
VFS_PATH = Radarmaps.slf
MOUNT_POINT =
[LOC_Sounds]
TYPE = LIBRARY
PATH = Data/Sounds.slf
VFS_PATH = Sounds.slf
MOUNT_POINT =
[LOC_Speech]
TYPE = LIBRARY
PATH = Data/Speech.slf
VFS_PATH = Speech.slf
MOUNT_POINT =
[LOC_Tilesets]
TYPE = LIBRARY
PATH = Data/Tilesets.slf
VFS_PATH = Tilesets.slf
MOUNT_POINT =
The file vfs_113.ini adds the "Data-1.13" directory to the VFS.
; filename = vfs_113.ini
[vfs_config]
PROFILES = v113
[PROFILE_v113]
NAME = v1.13
LOCATIONS = datav113_dir
PROFILE_ROOT =
#############################################################
## DATA PATHs ##
#############################################################
[LOC_datav113_dir]
TYPE = DIRECTORY
PATH = Data-1.13
MOUNT_POINT =
For the HAM and WF mods i assume that theis data directories will be located in a "Mods" directory. If this is not the place where you these mods are on you system, then you will have to adapt the paths.
; filename = vfs_HAM.ini
[vfs_config]
PROFILES = HAM
[PROFILE_HAM]
NAME = HAM 3.5
LOCATIONS = dataHAM
PROFILE_ROOT =
#############################################################
## DATA PATHs ##
#############################################################
[LOC_dataHAM]
TYPE = DIRECTORY
PATH = Mods/HAM-3.5
MOUNT_POINT =
; filename = vfs_WF.ini
[vfs_config]
PROFILES = WF
[PROFILE_WF]
NAME = Wildfire 6
LOCATIONS = dataWF6
PROFILE_ROOT =
#############################################################
## DATA PATHs ##
#############################################################
[LOC_dataWF6]
TYPE = DIRECTORY
PATH = Mods/Wildfire-6
MOUNT_POINT =
You will also need a user profile ini, because here you will specify where all temporary files, savegames and logs will be saved. If this file doesn't exist, the game won't start. Or better, if the things that are defined in vfs_user.ini are not defined anywhere else, then the game won't start.
; vfs_user.ini
[vfs_config]
PROFILES = UserProfile
[PROFILE_UserProfile]
NAME = Player Profile
LOCATIONS = uprof_root
; if PROFILE_ROOT is empty, PATH in the according Location section has to be specified
; specifiled directory *must* exist
PROFILE_ROOT =
; WRITE has to be 'true' for the user profile, or you won't be able to save temporary files (= game doesn't start)
WRITE = true
#############################################################
## DATA PATHs ##
#############################################################
[LOC_uprof_root]
TYPE = DIRECTORY
; if PATH is empty, PROFILE_ROOT in the according Profile section has to be specified
; specifiled directory *must* exist
PATH = Profiles\UserProfile_JA2113
MOUNT_POINT =
This configuration files should be complete (besides ja2.ini). Just copy the contents of the code blocks into the according files, adjust the data path (if needed) and start the game. Be warned, i haven't tested exactly this configuration, so there may be some typos.
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