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Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #242618] Wed, 27 January 2010 10:29 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
If I remember correctly, the merges for aimingmodules require Electronics trait.

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Captain

Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #242635] Wed, 27 January 2010 17:35 Go to previous messageGo to next message
cdudau
DepressivesBrot
If I remember correctly, the merges for aimingmodules require Electronics trait.
They most definitely do. They also require a high degree of mechanical skill.

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Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #242643] Wed, 27 January 2010 17:55 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1506
Registered:December 2008
@LordHaHa: You can find the merge requirements here. While this is V42b (soon to be upgraded), the scope merge is still the same (not everything changed), this is an ELECTRONIC_MERGE (you'll need the electronics skill), for example try Barry, he will do just fine.

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Sergeant Major

Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #242663] Wed, 27 January 2010 21:37 Go to previous messageGo to next message
LordHaHa is currently offline LordHaHa

 
Messages:17
Registered:November 2005
Location: Midwest, USA
Had the merge requirements, but I wasn't aware of the Electronics requirement. I'll give it a shot. Thanks for the info!

LordHaHa

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Private
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #242720] Thu, 28 January 2010 16:17 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Dieter

Edit 1 on 1/27: In V42b the HEZI SM-1 (id 1074) allows for a trigger group but the item has no ubBurstPenalty defined, not sure if this is already fixed in 46.

Edit 2 on 1/27: In V46 the following items have the usItemClass set to 2 but these are not guns: M72A4 LAW (id 51), RPG-26 Aglen (id 916), RPG-27 Tavolga (id 917), RPO-M Shmel (id 918).



Fixed this.

The Hezi now has a burst penalty of 8.

The LBE item choices for enemies are limited to 50, I felt that backpacks were an easy choice to leave out, in order to make room for more useful stuff.

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #242755] Fri, 29 January 2010 01:19 Go to previous messageGo to next message
Hodor is currently offline Hodor
Messages:2
Registered:July 2009
I'm planning to use AIM without Wildfire (I just can't bring myself to like any of the new WF mercs), although I'm still tinkering around with the weapon damages because some of them struck me as odd - like 8-inch-barrelled subcompact carbines doing the same damage as a full-length or bullpup assault rifle with a 20 inch barrel, or a .45 cal UMP doing no more damage than the 9mm version.

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Civilian
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #242761] Fri, 29 January 2010 05:07 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1506
Registered:December 2008
@smeagol: Yah, I did a complete game (meaning freed all cities shot the queen at the end) without any backpacks, it is not a big deal and makes for an interesting new game experience.

While I can understand enemy item choices, I was surprised that backpacks are not on the maps either. This is why I checked the XML and BR, just to see if there was a bug.

By the way, the following:

Quote:
Edit 2 on 1/27: In V46 the following items have the usItemClass set to 2 but these are not guns: M72A4 LAW (id 51), RPG-26 Aglen (id 916), RPG-27 Tavolga (id 917), RPO-M Shmel (id 918).


Must be part of vanilla already, I found the same in Demise of Man yesterday, so this is not your doing. Smile

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Sergeant Major

Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #242777] Fri, 29 January 2010 09:40 Go to previous messageGo to next message
Starwalker is currently offline Starwalker

 
Messages:759
Registered:October 2005
Location: Hannover, Germany
Exactly, the LAW was itemclass=2 in vanilla JA2 already, so the other one-shot rocket launchers in 1.13 were set to itemclass=2, too.

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First Sergeant

Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #242797] Fri, 29 January 2010 12:08 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Hodor
I'm planning to use AIM without Wildfire (I just can't bring myself to like any of the new WF mercs), although I'm still tinkering around with the weapon damages because some of them struck me as odd - like 8-inch-barrelled subcompact carbines doing the same damage as a full-length or bullpup assault rifle with a 20 inch barrel, or a .45 cal UMP doing no more damage than the 9mm version.



Don't forget, that different calibres have different stats. It's a bit missleading to only compare damage. .45 has different calibre values than 9mm (better penetration values and higher damage)


I have left those single-shot launchers as class "launcher" items for the moment... guess it really makes no difference (just quite strange, that the LAW functions as a single-shot launcher, even when set to "gun").

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #242983] Mon, 01 February 2010 07:38 Go to previous messageGo to next message
johno is currently offline johno

 
Messages:44
Registered:August 2007
found a bug, when you add a camo uniform to the dragonskin armour when it has a undershirt attachment on it crashes. (the undershirt attachment wont work with the camo dragonskin)

also just bought a osv-96 with a ballistics computer (+ heavy bipod), it has a 70 ap to shoot. every 2nd turn i have enough ap's to scope in 3 times at most. while those 3 times are alot more accurate than other sniper rifles, however investing the same amount of ap it takes one would be much more accurate with any smaller sniper rifle. is it supposed to be this much? ill be trading in my osv to a m21ebr when i get the chance. i play with dynamic aim costs.

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Corporal
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #242998] Mon, 01 February 2010 16:12 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
The balistic computer also adds a significant sight range bonus. The main purpose for those heavy anti-material rifles is to shoot guys 60 or more tiles away in day light battles.

My team always carries one of those for back up fire. Just use a trained sniper that stays behind to pick out enemies one by one. Takes some time, but works just fine.

The M21EBR doesn't have the punch of the .50 BMG (or 12.7 respectively...), most of the time requiring two hits.

The OSV-96 (and all other heavy guns) work the way intended... don't know, if dynamic aiming changes this, haven't tried that one out...


As for the dragonskin merge: yeah I know, sucks, happens with different kind of guns when trying to change the barrel//grip with already attached stuff. Best solution is to always remove stuff from an item when trying to merge something. Best advice I can give there...

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #243089] Wed, 03 February 2010 08:50 Go to previous messageGo to next message
johno is currently offline johno

 
Messages:44
Registered:August 2007
with the osv-96, i couldnt hit anything with my expert sniper (stomp mod) high mark. using 80+ ap it was only about 50% chance to hit the torso around 30tiles. Changed to the AWM with ballistic computer and the difference is crazy. I can spend 80+ ap to aim and i've had 99% hit chance head shots 70+ tiles away.

This should explain it better

Same merc

AWM =
1st level aiming cost = 35
2nd level aiming cost = 47
3rd level aiming cost = 52
4th level aiming cost = 58
5th level aiming cost = 65
6th level aiming cost = 73
7th level aiming cost = 82

OSV =
1st level aiming cost = 50
2nd level aiming cost = 74
3rd level aiming cost = 79

Huge difference in accuracy but the osv is a great lock opener. First time i used it i missed the guy i was aiming at and hit a door and blew the lock off, second shot i took i missed the guy and hit another door and blew the lock off and then forth or fifth or some other one shot i took i missed the guy and hit another door and blew the lock off

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Corporal
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #243182] Thu, 04 February 2010 11:59 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1506
Registered:December 2008
Hi johno, in HAM FIRST_AIM_READY_COST_DIVISOR controls how much of the weapon ready cost has to be paid for the first aim click. Looks like the osv-96 has a high ready cost, making the AP jump from 50 to 74 on the first aim click. Some weapons e.g. the Gepard become more usable with FIRST_AIM_READY_COST_DIVISOR=0.

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Sergeant Major

Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #243377] Sat, 06 February 2010 03:42 Go to previous messageGo to next message
LordHaHa is currently offline LordHaHa

 
Messages:17
Registered:November 2005
Location: Midwest, USA
Been playing around with the mod for a few days, and found some interesting bugs. First, the "Copper Wire + Gameboy" merge does not result in a Lameboy Display. In addition, I couldn't repair the C-20 Treated Stealth Ops Kevlar Vest with C-20 cans. I was able to add the merges via the XML Editor, but they weren't there by default.

LordHaHa

UPDATE: Odd, I looked in the "combo merge" tables and saw the Copper Wire/Gameboy combo. However in-game I was not able to combine these two items. In fact the only time I was able to merge them was by adding the combination in the main merge table.

[Updated on: Sat, 06 February 2010 06:10] by Moderator

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Private
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #243382] Sat, 06 February 2010 07:43 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1506
Registered:December 2008
The attachments XML needs to allow the item to be attached first before the merge rules can take effect.

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Sergeant Major

Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #243435] Sun, 07 February 2010 09:57 Go to previous messageGo to next message
LordHaHa is currently offline LordHaHa

 
Messages:17
Registered:November 2005
Location: Midwest, USA
Dieter
The attachments XML needs to allow the item to be attached first before the merge rules can take effect.


I didn't check to see if the Copper Wire was a valid attachment for the Gameboy. I'll give it a look-see later (my traditional merge is doing the trick for now, anyway).

LordHaHa

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Private
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #243601] Tue, 09 February 2010 10:36 Go to previous messageGo to next message
goc_man is currently offline goc_man

 
Messages:113
Registered:November 2007
Location: Croatia
Hey Smeagol, are your Mapupdates compatible with the Maps Only version of the mod?

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Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #243602] Tue, 09 February 2010 10:46 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Hmmm.... probably not, as I may have added several items that require the item mod.

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #243618] Tue, 09 February 2010 14:43 Go to previous messageGo to next message
goc_man is currently offline goc_man

 
Messages:113
Registered:November 2007
Location: Croatia
If I use the item mod as well, it should work fine right?

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Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #243629] Tue, 09 February 2010 16:27 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
yeah

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #244458] Wed, 17 February 2010 21:38 Go to previous messageGo to next message
NYC is currently offline NYC

 
Messages:20
Registered:September 2006
Location: Brooklyn, N.Y. U.S.A
Hi Smeagol,

I was wondering if you are interested to make more updates to the items mod. In particular what do you think about getting rid of armor upgrade kits (recon and field ops kits only) and replacing them with armor-camo shirt and leggings-camo pants combos. (akin to dragonskin-camo shirt). Specifically make every armor vest that doesn't have sleeves (Kevlar, guardian, flack jacket, Spectra etc) be able to combine with a camo shirt.

IMHO this would add realism to the mod as a solders tend to wear armor vests over shirts. (and make camo shirts more useful throughout the game)

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Private 1st Class
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #245879] Tue, 02 March 2010 14:30 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
NYC
Hi Smeagol,

I was wondering if you are interested to make more updates to the items mod. In particular what do you think about getting rid of armor upgrade kits (recon and field ops kits only) and replacing them with armor-camo shirt and leggings-camo pants combos. (akin to dragonskin-camo shirt). Specifically make every armor vest that doesn't have sleeves (Kevlar, guardian, flack jacket, Spectra etc) be able to combine with a camo shirt.

IMHO this would add realism to the mod as a solders tend to wear armor vests over shirts. (and make camo shirts more useful throughout the game)



Item updates are stopped at the moment. When I go back to xml editing, I'll consider your idea.

Next project, however, is making big maps for WF Smile

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #246003] Wed, 03 March 2010 06:49 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
smeagol, from "Part 3"
Okay, another try to fix this annoying problem. The error occurs in the farm sectors around San Mona and causes the game to crash when you try to enter the sector for the second time (first entry in those sectors seems to work just fine, only second visits cause problems as far as I can tell).


I may have just fixed this issue. If I'm right, this was introduced by ManyMercs, a very tiny error which only occurs in certain conditions - like the "lots of civilians" in those specific WF maps.

Fix sent to RoWa, let's hope it does the job and doesn't cause any other errors.

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Sergeant Major

Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #246029] Wed, 03 March 2010 13:26 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Second biggest news of the year for me. Smile


Great work.



Edit:

Workaround for the map crashes (in those sectors around San Mona) until the changes get implemented:

Increase number of Civs in a map in the JA2 Options.ini to 33. This will require a new game, but it works fine as far as I can tell ffrom a first test.

[Updated on: Wed, 03 March 2010 22:11] by Moderator

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #246564] Tue, 09 March 2010 22:55 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Currently working on my first big map (Drassen mine). I think a first test version will be available when the weekend comes around. This is hell of a lot of work!

The map is rather small, only 360x360... but this is still HUGE compared to regular maps...

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #246626] Wed, 10 March 2010 16:15 Go to previous messageGo to next message
Biernath_J is currently offline Biernath_J

 
Messages:166
Registered:August 2003
Location: Poland
I noticed that AIM mod does not have shotgun chokes (none found in items.xml anyway). And that's the single reason I can't bring myself to playing AIM mod, I just want to use those shotguns so much...

Will you please consider adding them in a near future?

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Staff Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #246627] Wed, 10 March 2010 16:19 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
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Yeah, I'll add the chokes some time in the future (currently working on those big maps, though...) But I'll probably have to figure out how they work first...

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #246654] Wed, 10 March 2010 18:51 Go to previous messageGo to next message
Biernath_J is currently offline Biernath_J

 
Messages:166
Registered:August 2003
Location: Poland
Chokes are present in normal SVN versions of 1.13, and work fine, I guess it's only the matter of adding some xml entries and putting in new graphics. Balancing them is another thing. Anyway, I'll wait patiently for AIM chokes.

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Staff Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #246816] Fri, 12 March 2010 05:28 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Almost done with Drassen mine big map... might be able to upload a test version tomorrow or by saturday...

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #246817] Fri, 12 March 2010 05:38 Go to previous messageGo to next message
Mauser is currently offline Mauser

 
Messages:756
Registered:August 2006
Location: Bavaria - Germany
smeagol
Almost done with Drassen mine big map... might be able to upload a test version tomorrow or by saturday...


great, is this the only big map from you so far?

and with which dimensions are you working right now?

how

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First Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #246820] Fri, 12 March 2010 06:39 Go to previous messageGo to next message
lei75jkt is currently offline lei75jkt

 
Messages:11
Registered:February 2010
Location: Indonesia
can't wait for the big map Smile

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Private
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #246822] Fri, 12 March 2010 07:00 Go to previous messageGo to next message
usrbid is currently offline usrbid

 
Messages:1506
Registered:December 2008
Smeagol is almost done with the Drassen mine big map, it takes a long time as there is a lot more detail which needs to be added. I was able to get a sneak peek, it will be really great!

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Sergeant Major

Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #246881] Fri, 12 March 2010 22:28 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Just uploaded the first playable version of the d13 map to my skydrive.

You will need the latest version of the Alpha Item Mod to run the map, as well as the big maps exe.

Test it (preferably also during the Drassen Counter Attack).

Tell me, what you think. Smile


Things to notice:
The actual underground map can't be used atm, as there is no entry point defined yet... (but those underground mine maps probably aren't used anyways on a regular basis... what ever...)

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #246884] Fri, 12 March 2010 23:36 Go to previous messageGo to next message
Maalstroom is currently offline Maalstroom

 
Messages:340
Registered:December 2008
Location: en route to San Hermanos
nice! too bad we can't see the entire map.

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Master Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #246924] Sat, 13 March 2010 15:21 Go to previous messageGo to next message
CheKa is currently offline CheKa

 
Messages:15
Registered:March 2010
Location: Somalia
2 smeagol

Hello!

About Big Map Project
We can unite efforts to making big maps for WF. Or you can receive alternative maps. Anyway it will be good.)
I think, we should agree about sizes. Because different maps can break game balance. Seems to me, distances should be either equally small, or equally big. You want identical maps or all of them will be different sizes? How about 360 X 360, like in your sector d13?

I have made 2 test sectors for WF A11=320 and C16=640 (huge).

http://www.ja2.su/mods/Ja2v113/Farah_Aydid/c16.rar
http://www.ja2.su/mods/Ja2v113/Farah_Aydid/a11.rar

Tell me about your sizes and i can start working.)

And one more question: Are you going to use new alternative objects in your maps? or only old style of WF?

[Updated on: Sat, 13 March 2010 16:28] by Moderator

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Private
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #246931] Sat, 13 March 2010 17:01 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
The maps will basically use the old-style WF tilesets.

Do you know about NPC scripting?

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #246934] Sat, 13 March 2010 17:21 Go to previous messageGo to next message
CheKa is currently offline CheKa

 
Messages:15
Registered:March 2010
Location: Somalia
smeagol

Do you know about NPC scripting?


Unfortunately, I know scripts only within the limits of possibilities of the editor. Not the programmer. Only some simple actions, like defence, patrol, sleep...
If I have correctly understood about what speech.

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Private
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #246936] Sat, 13 March 2010 17:31 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
No, it's about NPC scripts.

I need to find out, which grids Skyrider needs to complete the Heli quest and which grids the Kulbas need to complete the tourist quest.

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #246938] Sat, 13 March 2010 17:50 Go to previous messageGo to next message
CheKa is currently offline CheKa

 
Messages:15
Registered:March 2010
Location: Somalia
Ok. i dont know.
I did not touch town sectors for this reason yet.
I will know later when I will ask our programmers about that problem, how much it is difficult.
Hmmm... i will try to learn.

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Private
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #246941] Sat, 13 March 2010 18:02 Go to previous messageGo to previous message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Okay, found out with the help of campers, that the gridno for skyrider and the tourist quest are hardcoded.

Therefore Drassen Airport won't be available in big maps, until this gets externalized. :/

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Lieutenant

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