Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » AIMNAS Archives » Alpha_Item_Mod_for_WF6.06 Part 4
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #254697] Wed, 23 June 2010 20:46 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Quote:
(though RoF is probably still quite bad, compared to more modern LMGs).

I think it should simply show up pretty early, when it has no competitors and you're happy about everything you get.

Proposals:
50rd drums for 7.62x51mm, auto capable rifles in that caliber really suffer from their 20rd mags, and even the Beowulf has a drum mag source & pics

And maybe take over the chokes from standard 1.13? I didn't find any in AIMv46

Report message to a moderator

Captain

Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #254698] Wed, 23 June 2010 20:53 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
50rd mags look sweet. Maybe Kaerar can be convinced to make the pics. Wink

As for the chokes: yeah, I think I'll add them. I'll have a look at the basic 1.13 XML file and will see what is possible.

Edit: though someone should explain me, which file I need in addition to make the spreadpattern work, etc... (haven't worked with spreadpattern yet).

[Updated on: Wed, 23 June 2010 21:01] by Moderator

Report message to a moderator

Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #254701] Wed, 23 June 2010 21:27 Go to previous messageGo to next message
Jinxed is currently offline Jinxed

 
Messages:238
Registered:October 2008
Location: Land of Skanks and Cottag...
smeagol

Plate Carrier are a nice idea, but I'm pretty sure those wouldn't work, as armor is limited to the three body slots.


How about a vest in different camo variates that weights little and allows plates? I don't think there is anything like that yet.

Report message to a moderator

Sergeant 1st Class
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #254704] Wed, 23 June 2010 21:43 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Quote:
Edit: though someone should explain me, which file I need in addition to make the spreadpattern work, etc... (haven't worked with spreadpattern yet).

From a quick examination of the xmls (haven't actually worked with the patterns either) there is a SpreadPattern.xml that defines the patterns (which includes a rather long commentary about them) and a tag on every shotgun and every choke in items.xml which defines the used pattern, that's it.
name

Seems pretty simple, so it's likely I looked over something

Report message to a moderator

Captain

Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #254708] Wed, 23 June 2010 22:39 Go to previous messageGo to next message
Jinxed is currently offline Jinxed

 
Messages:238
Registered:October 2008
Location: Land of Skanks and Cottag...
IMO, grenades should pack a bit more hurt. I forgot to mention earlier

Report message to a moderator

Sergeant 1st Class
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #254724] Thu, 24 June 2010 01:32 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
DepressivesBrot
Quote:
Edit: though someone should explain me, which file I need in addition to make the spreadpattern work, etc... (haven't worked with spreadpattern yet).

From a quick examination of the xmls (haven't actually worked with the patterns either) there is a SpreadPattern.xml that defines the patterns (which includes a rather long commentary about them) and a tag on every shotgun and every choke in items.xml which defines the used pattern, that's it.
name

Seems pretty simple, so it's likely I looked over something


Yeah, that's what I found as well. As the xml editor has no tag for spreadpatterns I had to add them manually. Hope I didn't screw it up. Well... I'll make a test run now with all three chokes and will see if there's a noticeable difference in the spread pattern.



Hmmm.... I can't find too much difference between firing buckshot with a choke and without one. Looks quite the same. :/

In addition, somehow the pockets for the LBE items got messed up. Looks like I have to rework those items as well. Jeez....



Edit:

Just great.... The whole pocket.xml//loadbearing.xml seems to be screwed up. The index numbers are correct, but somehow the prog misreads them. Dunno, I can't find the error. The numbers are correct, but in the game each and every pocket in the LBE items are displayed as different ones. Wow... I'm really pissed off right now. ARGH!


Well... seems I have to start over again from my last backup. :angry:



Edit:

Phew... it seems I could restore the pockets from V46.

[Updated on: Thu, 24 June 2010 02:33] by Moderator

Report message to a moderator

Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #254763] Thu, 24 June 2010 12:28 Go to previous messageGo to next message
smeagol is currently offline smeagol

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

Wanted to ask about if you intended to be able to use the old aimpoint laser and the SDA or SDNV modules on the HK21 rifle together. I think with that combination and a rod&spring it makes an uber mg that overshadows all others.



Fixed this.


Quote:
Is it intentional for the M1 Garand to be able to attach 7x battlescopes? It makes for an extremely capable rifle with lots of ammo supply (unlike the SVD/Scout) you start with, but feels kinda 'wrong'.



Also fixed (same for the Springfield M1903, that one won't take the 7x scope any longer, as well).



Also fixed the merges for the x-ray device, this will now actually work again (somehow the merge was messed up).


Next up are adjustments for grenade damage (probably add a couple of points).

Edit:
Added suffixes for grenades, so that those are ordered in the sector inventory according to groups:
G.I. -> grenade, incendiary
G.F. -> grenade, fragmentation
G.M. -> grenade, mustard gas
G.St.-> grenade, stun
G.Sm.-> grenade, smoke
G.T. -> grenade, tear gas


makes equipping a bit more convenient.


Okay, one more item to add, then I'll uplaod V47.

[Updated on: Thu, 24 June 2010 14:22] by Moderator

Report message to a moderator

Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #254767] Thu, 24 June 2010 14:53 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Just uploaded V47.


Would be good if someone who knows how spreadpatterns work in regular 1.13 could confirm if the spreadpatterns work the same. I honestly can't see too much difference, might be possible that I missed something...

Anyways, have fun. Smile

Report message to a moderator

Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #254813] Fri, 25 June 2010 01:32 Go to previous messageGo to next message
datakurs is currently offline datakurs

 
Messages:166
Registered:June 2009
Location: Budapest, Hungary
Smeagol, you mentioned that you found the crepitus mission crappy but I love that and I also love your mod. Can you make an up-to-date alternate version of the item mod with no flame thrower and properly spitting monsters?
(I don't know if I asked it before Smile)
1 line at the Trigger group should be removed from items.xml.

Report message to a moderator

Staff Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #254848] Fri, 25 June 2010 14:29 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Probably won't do that, sorry. Though it should be rather easy to replace it manually.

Just copy back the appropriate XML entry from the original 1.13 (think it was Queen Spit or Adult Spit or something like that) and make sure to also copy back the appropriate files from the TILECACHE folder (otherwise your crepitus would breath fire, though this could be cool as well, I guess ^^).



Anyways, just adding the 16th combat pack (pack for 43mm and 40mm cylinder grenades, as this was still missing).

Report message to a moderator

Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #254856] Fri, 25 June 2010 17:05 Go to previous messageGo to next message
datakurs is currently offline datakurs

 
Messages:166
Registered:June 2009
Location: Budapest, Hungary
Thanks, I hope I did it well.

Report message to a moderator

Staff Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #254878] Fri, 25 June 2010 20:46 Go to previous messageGo to next message
Jinxed is currently offline Jinxed

 
Messages:238
Registered:October 2008
Location: Land of Skanks and Cottag...
I wish I could test your update, but I'm in the middle of another campaign at the moment. Sad

Report message to a moderator

Sergeant 1st Class
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #254882] Fri, 25 June 2010 21:13 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
If you're playing WF, you can just add the update, Item mod updates don't require a restart of the game. The items will show up in BR's inventory after 1 or 2 days.

Though it could be awkward with some items, thus I recommend if you intend to update, prepare your team first for a big re-equip session, so that you don't find yourself in the middle of a fight with a wrong item (you'll never know). Wink


Also added two Winchester style Puma rifles (one in .357 Magnum, the other in .454 Casull).

Report message to a moderator

Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #254888] Fri, 25 June 2010 23:36 Go to previous messageGo to next message
Jinxed is currently offline Jinxed

 
Messages:238
Registered:October 2008
Location: Land of Skanks and Cottag...
I know but... I started a new game using another item mod entirely lol. I remember writing that I was on my last playthrough using your mod, because it's not updated anymore and I started a new game before you came back haha. I think I must have played at least 6 whole campaigns using your mod and a combination of ham and stomp going back as far as ham 2.x so forgive me but I know it inside out.

While the mod is really stable, well thought out and should be put into SVN http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=252927#Post252927

I have played it to death and need some new items, just to capture my curiosity.

That doesn't mean that I will decide that alpha item mod is a bunch of crap. So far it's not bad, doesn't fit WF maps very well but it's a price to pay.

There is a hidden novelty in having so many weapons and armors, even if they are nearly identical to each other, all of us gun nuts have our favorite ones, more or less known ones or based on our nationality.

Report message to a moderator

Sergeant 1st Class
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #254890] Fri, 25 June 2010 23:46 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Currently adding .22 lr ammo. Guns will follow...

Report message to a moderator

Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #254892] Sat, 26 June 2010 00:40 Go to previous messageGo to next message
datakurs is currently offline datakurs

 
Messages:166
Registered:June 2009
Location: Budapest, Hungary
With some teleport and multikill cheating I managed to meet the crepitus in day 1 for testing the instructions you have written above. They spit nicely but with the sound of the flamethrower. Do you have any suggestion to fix that?

Report message to a moderator

Staff Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #254893] Sat, 26 June 2010 00:55 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Replace 'Adult Spit.wav' with the original file. Just search your folders as I don't know where exactly it is.

Report message to a moderator

Captain

Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #254901] Sat, 26 June 2010 03:17 Go to previous messageGo to next message
datakurs is currently offline datakurs

 
Messages:166
Registered:June 2009
Location: Budapest, Hungary
DepressivesBrot, thanks.
Smeagol, is it intentional that the large holster can not hold a Desert Eagle anymore? Description says it's for larger pistols but the pistol container has been changed to a large pocket in v47.

Report message to a moderator

Staff Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #254903] Sat, 26 June 2010 04:07 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Ugh... thanks for pointing that out. I'll change that.


Edit: Fixed.


Also just finished adding .22 LR ammoboxes, crates, the ammo donkey for it, 10 rnd mags and the Hi-Standard suppressed pistol.

There are 4 different versions of ammunition: regular ball, hollowpoint, match and ratshot.


That's it for today... signing off to get some............ zzzzzzzz.

[Updated on: Sat, 26 June 2010 04:21] by Moderator

Report message to a moderator

Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #254905] Sat, 26 June 2010 04:24 Go to previous messageGo to next message
datakurs is currently offline datakurs

 
Messages:166
Registered:June 2009
Location: Budapest, Hungary
Some more feedback: found an Erma MP40, oddly has an effective range of zero. When I tried to shoot with it game crashed every time.

Report message to a moderator

Staff Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #254913] Sat, 26 June 2010 09:19 Go to previous messageGo to next message
Logisteric

 
Messages:3199
Registered:December 2008
Location: B
smeagol
Ugh... thanks for pointing that out. I'll change that.


Edit: Fixed.


Also just finished adding .22 LR ammoboxes, crates, the ammo donkey for it, 10 rnd mags and the Hi-Standard suppressed pistol.

There are 4 different versions of ammunition: regular ball, hollowpoint, match and ratshot.


That's it for today... signing off to get some............ zzzzzzzz.


7.92spitz-donkey? 5.56flechette-donkey? ...

Report message to a moderator

Captain
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #254922] Sat, 26 June 2010 13:47 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
datakurs
Some more feedback: found an Erma MP40, oddly has an effective range of zero. When I tried to shoot with it game crashed every time.


Thanks for reporting. I'll have a look at that.

Edit:
Yupp... just had forgotten to add range.


Edit 2:
Almost finished adding the American-180 (including drum mags).

Edit 3:
next important change: no more mags and loose ammunition in shopkeeper inventories. Only ammo you can buy is now ammo boxes (except for 7.92 and 5.56SCF, as there's still no pic for the boxes, though I might add them later on, or simply use another existing pic...).


Edit 4:
Added the Armalite AR-7 Survival Rifle (a .22 LR rifle, that has a small scope, might even give it to some low level mercs as starting gun...).

[Updated on: Sat, 26 June 2010 19:40] by Moderator

Report message to a moderator

Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #254948] Sat, 26 June 2010 21:43 Go to previous messageGo to next message
Jinxed is currently offline Jinxed

 
Messages:238
Registered:October 2008
Location: Land of Skanks and Cottag...
Will you add that slug rifle? Apparently is very well regarded. I can sorta see Biggins using it. Or Sidney. Such a gentleman weapon.

Report message to a moderator

Sergeant 1st Class
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #254956] Sat, 26 June 2010 22:43 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Maybe... not sure yet what would distinguish it from a regular shotgun (and both would probably use the same 12 gauge ammo... meaning that you would have a rifle capable of firing 12 gauge buckshot, and that somehow seems weird to me).

Report message to a moderator

Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #254959] Sat, 26 June 2010 23:12 Go to previous messageGo to next message
Jinxed is currently offline Jinxed

 
Messages:238
Registered:October 2008
Location: Land of Skanks and Cottag...
"Enter Tar-Hunt Custom Rifles, which in 1990 unveiled a bolt-action slug gun that was built like a rifle and shot like a rifle. It cost a lot of money, but it would put those big lumps of lead through the same hole at 100 yards and beyond with deadly certainty. Fourteen years later, it still has no serious rivals."

http://www.tarhunt.com/Store/category.aspx?cid=107

^^ gives you info on weight lengh and other misc.

The general idea is that it's very accurate, fires slugs and has very long effective range. (about 90 metres) unfortunately, magazine capacity is 2.

Report message to a moderator

Sergeant 1st Class
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #254960] Sat, 26 June 2010 23:16 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Question remains, if this gun is supposed to use every 12 gauge ammo or just slugs...


Main problem is, that there's no way to tell the game, that a gun can only use a certain cartridge of a given calibre, but not all the other ammo variants of the same calibre...

[Updated on: Sat, 26 June 2010 23:21] by Moderator

Report message to a moderator

Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #254961] Sat, 26 June 2010 23:30 Go to previous messageGo to next message
Jinxed is currently offline Jinxed

 
Messages:238
Registered:October 2008
Location: Land of Skanks and Cottag...
it's 12g so it can use buckshot, but that is like using a katana to slice bread.

http://www.lightfieldslugs.com/Lightfield/

There are whole brands dedicated to slug making for this type of rifle.

Report message to a moderator

Sergeant 1st Class
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #254962] Sat, 26 June 2010 23:31 Go to previous messageGo to next message
Logisteric

 
Messages:3199
Registered:December 2008
Location: B
theres a two-revolver-belt showing up first under misc at br's

Report message to a moderator

Captain
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #254963] Sat, 26 June 2010 23:39 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Logisteric
theres a two-revolver-belt showing up first under misc at br's



You updated a running game? Then this is quite normal. For stuff to be ordered in the correct way in BR inventory you need to start a new game unfortunately...



@Jinxed, k, I'll consider adding that 12g rifle...

Report message to a moderator

Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #254971] Sun, 27 June 2010 00:53 Go to previous messageGo to next message
Jinxed is currently offline Jinxed

 
Messages:238
Registered:October 2008
Location: Land of Skanks and Cottag...
Back to body armor.

The US military used to use the PASGT in 1980s http://en.wikipedia.org/wiki/Personnel_Armor_System_for_Ground_Troops

and is still stuck using the interceptor which includes 2 variants

http://en.wikipedia.org/wiki/Interceptor_body_armor

is the interceptor what the field uniform is in the game? Amidst all the controversy surrounding the quality, a new version was released. http://en.wikipedia.org/wiki/Improved_Outer_Tactical_Vest

Then you got russian who got their own line, apart from kazak 6 which you made, they've got kazak 5 and 4

http://www.rusmilitary.com/html/bulletproof_vests.htm


This looks like the current standard russian military vest:

http://www.armocom.ru/6B13e.htm


But then, you get a lot to choose from:



Kirasa Universal Army vest

http://www.kirasa.com/go.phtml?part=production&mod=armor&prt=kirasa-univers

Kirasa Intelligence officer vest

http://www.kirasa.com/go.phtml?part=production&mod=armor&prt=kirasa-p

Kirasa another army vest

http://www.kirasa.com/go.phtml?part=production&mod=armor&prt=kirasa-f

Kirasa complete set

http://www.kirasa.com/go.phtml?part=production&mod=oborona

Titan and Volfram prototype armors

http://warfare.ru/?linkid=2482&catid=340


Then there is the old 6b5

http://www.soviet-power.com/detail.php?pid=1226


2 LBE

http://www.kirasa.com/go.phtml?part=production&mod=gilet&prt=jr1

http://www.kirasa.com/go.phtml?part=production&mod=gilet&prt=jr2


As a comic relief there's the canadian effort

http://en.wikipedia.org/wiki/Trojan_Ballistics_Suit_of_Armor

http://tcal.net/wp-content/uploads/2007/02/0702_1.JPG


Phew, that's it from me for now.





Report message to a moderator

Sergeant 1st Class
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #254973] Sun, 27 June 2010 01:15 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
smeagol
Question remains, if this gun is supposed to use every 12 gauge ammo or just slugs...


Main problem is, that there's no way to tell the game, that a gun can only use a certain cartridge of a given calibre, but not all the other ammo variants of the same calibre...

If I understood the system correctly, that should be (in some way) possible through the spread patterns. A rifled barrel should result in a *really* awful (as in 'will probably hit the guy to your left') pattern, so no one is tempted to use this gun for anything but slugs.

btw:
Did you change the pic for the CX4 Storm? It somehow looks different -better-, especially the inventory pic.

Report message to a moderator

Captain

Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #254974] Sun, 27 June 2010 01:39 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
The Cx4 is the one (I think Kaerar made) from 1.13.

Thought about using spreadpatterns for this, but as I said above, not too familiar yet with how they work. ^^

Report message to a moderator

Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #254977] Sun, 27 June 2010 02:07 Go to previous messageGo to next message
Jinxed is currently offline Jinxed

 
Messages:238
Registered:October 2008
Location: Land of Skanks and Cottag...
German Body armour

Bundeswehr Schutzweste Typ SK

http://www.bestprotection.de/shop/Koerperschutzsysteme/Schutzwesten/UEberziehschutzwesten/Bundeswehr-Schutzweste-Typ-SK-DSO-3-Farb-TD.html

EDIT:

We've got knee pads, so what about elbow pads that provide ballistic coverage?

level II or IIIA

http://www.bodyarmornews.com/body-armor-news/ballistic_knee_and_elbow_pads.htm


I wonder if you're considering any of these lol, or am I just wasting my time?

[Updated on: Sun, 27 June 2010 02:25] by Moderator

Report message to a moderator

Sergeant 1st Class
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #254980] Sun, 27 June 2010 02:34 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
No no, keep the ideas coming... I might not do it now or next week, but most ideas I find somewhere eventually will find their way into the item mod (though obviously I can't do each and every item...).

Another interesting thing I found today were kneepads made of dragonskin...

Report message to a moderator

Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #254982] Sun, 27 June 2010 03:10 Go to previous messageGo to next message
Jinxed is currently offline Jinxed

 
Messages:238
Registered:October 2008
Location: Land of Skanks and Cottag...
Will do. I shall brainstorm any misc items the mod could benefit from as well. Possibly grenades. I still think that anything short of EOD or Dragonskin should just about save your life if you have a close encounter with a grenade, leaving you pretty messed up but alive. Trouble is AI tends to be ultra accurate with them.

Also, considered expanding the armor plates? There are many models, various materials used. Flexible Trauma plates made out of Spectra.

[Updated on: Sun, 27 June 2010 03:15] by Moderator

Report message to a moderator

Sergeant 1st Class
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #254986] Sun, 27 June 2010 03:52 Go to previous messageGo to next message
Kaerar is currently offline Kaerar

 
Messages:2022
Registered:January 2003
Location: Australia :D
DepressivesBrot
Did you change the pic for the CX4 Storm? It somehow looks different -better-, especially the inventory pic.

smeagol
The Cx4 is the one (I think Kaerar made) from 1.13.


Thanks Very Happy

Though I lost everything to do with JA2 bar my installed versions the other day Sad
Thought I had it backed up too...

Report message to a moderator

Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255004] Sun, 27 June 2010 14:06 Go to previous messageGo to next message
datakurs is currently offline datakurs

 
Messages:166
Registered:June 2009
Location: Budapest, Hungary
What about a heavy machine gun like .50 Browning M2?

Report message to a moderator

Staff Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255007] Sun, 27 June 2010 14:55 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
Very unlikely. This gun is way to heavy for a single person to carry around all the parts and ammo. There is no animation anyway to fire stationary machine guns as far as I know.

Report message to a moderator

Lieutenant
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255008] Sun, 27 June 2010 15:13 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
smeagol
The Cx4 is the one (I think Kaerar made) from 1.13.

Ah, I went directly from v46 (which had an old version) to v47, didn't notice there was an improved version in standard 1.13.
silversurfer
This gun is way to heavy for a single person to carry around all the parts and ammo.

Totally agree. Unless (semi) stationary weapons are implemented, MGs beyond 7.92 are ridiculous. (Although I think the new Russian 12.7mm KORD can be operated on a bipod...)
silversurfer
There is no animation anyway to fire stationary machine guns as far as I know.

Oh, there was this guy who did some, perhaps half a year ago. But I don't know
a) if they fit the rest of the animations or already were 'improved'
b) if he provided usable animation files or just previews.
Oh well, I already commented on animators tendencies to go AWOL, so leave it with that.

Additionally, animations are worthless without code to use them, so :whoknows:

Report message to a moderator

Captain

Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255010] Sun, 27 June 2010 15:53 Go to previous messageGo to previous message
datakurs is currently offline datakurs

 
Messages:166
Registered:June 2009
Location: Budapest, Hungary
Firing from a Browning in standing position was fun in Fallout Tactics however that was a bit more sci-fi Smile
Maybe could be used only in prone position, I know coding that must be difficult/impossible.

Report message to a moderator

Staff Sergeant
Previous Topic: Alpha_Item_Mod_for_WF6.06 Part 3
Next Topic: Alpha_Item_Mod_for_WF6.06 Part 5
Goto Forum:
  


Current Time: Fri Apr 19 23:27:40 GMT+3 2024

Total time taken to generate the page: 0.02838 seconds