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Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #268960]
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Sun, 26 December 2010 17:44
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K0ukku |
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Messages:188
Registered:December 2009 |
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Checkpoints, checkpoints, well at least they arent respawning all the time like in FarCry 2 or in some other lousy FPS...
I was doing some editing in the Items.xml file and everythings cool. Some minor changes in coolness values etc.
However, suddenly I had the idea for adding the M203 launcher to the MP5SD RAS, and I thought it could be done through the XML files, so I search and studied the different XML files in the TableData folder, trying to find info about the differences between MP5 RAS versions and MP5SD RAS version in order to get an idea what possible line I should add to the weapon preferences.
After a brief one hour study of the xml stuff I didn't figure it out yet properly, and since you guys know it 100% what line I have to add and where, I came here to ask for it.
So how can I add the Colt M203 UGl as an optional attachment to the MP5SD RAS? Do I have to alter something in the ItemSlotAssign folder or somewhere else?
Thanks and happy holidays!
[Updated on: Sun, 26 December 2010 17:45] by Moderator Report message to a moderator
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Staff Sergeant
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Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #268961]
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Sun, 26 December 2010 17:50
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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Yes, that's in itemslotassign. The key to the slots you see there is in the attachmentslot.xml.
I added a ton of comments to the xml file, thus finding the MP5SD shouldn't be that difficult. Also the stuff is sorted (pistols, machinepistols, SMGs... and so on are all in a seperate category).
The grip slots are around attachmentslot 380, the slot you want there is slot 398.
I actually just discovered, that there is in fact an error in that spot. The MP5SD RAS should be able to take the M203, but there is an additional line for grips (slot 381), that probably overwrites the M203 slot.
Just delete the line with slot 381 from the MP5SD RAS and you should be fine.
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Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #268986]
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Mon, 27 December 2010 06:08
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SkunkDave |
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Messages:5
Registered:November 2008 Location: Orlando, FL |
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Be grateful your version didn't change itself to German as mine did.
[Updated on: Mon, 27 December 2010 06:08] by Moderator Report message to a moderator
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Private
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Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #268991]
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Mon, 27 December 2010 12:31
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SkunkDave |
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Messages:5
Registered:November 2008 Location: Orlando, FL |
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Merry Xmas! Great work, please continue to keep it up when it becomes less ominous for you in the looming visage of another stable platform build! Altering the XML for an EBR M1 to accept a 10x scope makes me want to cry with joy when putting the special BR rounds through it.
Just wanted to report a few things I've noticed in multiple versions of WF AIMNAS installed multiple ways.
1. Some camo items (woodland camo shirt for example) do not raise camo percentage in character stats.
2. Sometimes scopes on Russian style weapons can be stacked onto the same slot if a reflex sight is attached. Must... not... exploit... o.O
3. If you abort the IMP process just before finalizing the last step, you lose the ability to select the "voice set" you had just been working with.
I know at least the first one is repeatable because I've seen it in at least 3 combinations of EXE and version update. I apologize if these things have already been addressed.
I'm currently playing the install Depressive recommended and it's stable as can be. Tempted to try AIMNAS V15 again but I've already Recycle Binned 20+ GBs of JA2 installs today. Little to no luck with Tais's AIMNAS SCI's in any combination. V16 is just flat out the window. Speaking of windows, I can't seem to climb out of them. Can this be done with any window once broken?
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Private
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Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #269248]
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Sun, 02 January 2011 22:11
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Smeagol,
Some of your night vision goggles are not recognized by Jazz's system regarding portraits and icons.
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Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #269252]
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Sun, 02 January 2011 22:27
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Here is the ini information.
Toggle Spoiler
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If enabled, you will see Gasmak / Nightvision gear on the merc face portrait when worn.
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If enabled, you will see small icons of the worn gear in the lower right corner of the merc face portrait.
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If SHOW_TACTICAL_FACE_ICONS = TRUE, you can choose from 4 differenct icon styles (Range: 0 - 3).
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If enabled, you see camouflaged portraits of your merc if they were any camo. If no camouflaged portrait is available (Data\Faces\xxxCAMO folders), you see the standard face portrait.
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Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #269254]
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Sun, 02 January 2011 22:44
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...and here are the files in the interface folder.
Toggle SpoilerPORTRAITICONS_A.STI
PORTRAITICONS_B.STI
PORTRAITICONS_C.STI
PORTRAITICONS_D.STI
PORTRAITICONS_GAS_MASKS.STI
PORTRAITICONS_NV.STI
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