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Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #268957] Sun, 26 December 2010 16:03 Go to previous messageGo to next message
Logisteric

 
Messages:3199
Registered:December 2008
Location: B
read my lips!

MIL-I-TARY CHECK-POINTS !!

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Captain
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #268960] Sun, 26 December 2010 17:44 Go to previous messageGo to next message
K0ukku is currently offline K0ukku

 
Messages:188
Registered:December 2009
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

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Staff Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #268961] Sun, 26 December 2010 17:50 Go to previous messageGo to next message
smeagol is currently offline smeagol

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

Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #268963] Sun, 26 December 2010 18:09 Go to previous messageGo to next message
K0ukku is currently offline K0ukku

 
Messages:188
Registered:December 2009
Cool. It works. Thanks.

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Staff Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #268986] Mon, 27 December 2010 06:08 Go to previous messageGo to next message
SkunkDave

 
Messages:5
Registered:November 2008
Location: Orlando, FL
Be grateful your version didn't change itself to German as mine did.

[Updated on: Mon, 27 December 2010 06:08] by Moderator

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Private
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #268991] Mon, 27 December 2010 12:31 Go to previous messageGo to next message
SkunkDave

 
Messages:5
Registered:November 2008
Location: Orlando, FL
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
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #268992] Mon, 27 December 2010 13:02 Go to previous messageGo to next message
Buns is currently offline Buns

 
Messages:655
Registered:September 2010
SkunkDave
1. Some camo items (woodland camo shirt for example) do not raise camo percentage in character stats.
The camo value of a LBE vest (even of the simple "LBE Gear") overwrites the camo bonus of any shirt/armour worn underneath. So wearing a camo shirt under a LBE vest does only add weight to your merc, nothing else. It is a bit odd because the "underamour camo shirt" does add its camo value, even when worn under a vest. This should apply to camo shirts, Zylon and Field Uniform as well, IMHO.

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First Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #268993] Mon, 27 December 2010 13:30 Go to previous messageGo to next message
smeagol is currently offline smeagol

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

1. Some camo items (woodland camo shirt for example) do not raise camo percentage in character stats.


Yupp... has been like this for a long time.

Quote:
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


Yeah, I might change that by adding entries to incompatible attachments... but then again, go back to the previous page of this thread and read my anouncement... further versions of AIMNAS are currently on pause.

Quote:
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.


Nothing I can do about...

Quote:
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?


V16 is basically just for testing purposes of the Drassen Mine bigmap (therefore I didn't officially link it anywhere). It is playable, but has a lot of German subtitles and e-mails in game, because I basically was too lazy to make an english version of it. Besides from the German stuff it should be playable just fine.

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #268994] Mon, 27 December 2010 13:40 Go to previous messageGo to next message
Logisteric

 
Messages:3199
Registered:December 2008
Location: B
get a NEW v15-install - extract v16 to a new folder - delete folders 'mercedt', 'npcdata', 'npc_speech' and 'speech in said new folder - dumb the contents of the new folder into your new install

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Captain
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #269054] Tue, 28 December 2010 21:30 Go to previous messageGo to next message
Searry is currently offline Searry

 
Messages:12
Registered:June 2009
Can someone post a comprehensive guide how to install this mod. The SCI:s were so easy...

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Private
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #269056] Tue, 28 December 2010 22:24 Go to previous messageGo to next message
K0ukku is currently offline K0ukku

 
Messages:188
Registered:December 2009
Last post, page 2.

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Staff Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #269057] Tue, 28 December 2010 23:14 Go to previous messageGo to next message
Searry is currently offline Searry

 
Messages:12
Registered:June 2009
K0ukku
Last post, page 2.

WF quests aren't working. :/

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Private
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #269058] Tue, 28 December 2010 23:22 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Searry
WF quests aren't working. :/


Not my fault and nothing I can do about that atm, sorry.

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #269065] Wed, 29 December 2010 01:38 Go to previous messageGo to next message
Searry is currently offline Searry

 
Messages:12
Registered:June 2009
smeagol
Searry
WF quests aren't working. :/


Not my fault and nothing I can do about that atm, sorry.



Hopefully someone fixes them. Smile

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Private
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #269067] Wed, 29 December 2010 02:05 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Searry
Hopefully someone fixes them. Smile



I would not bet on it...

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #269101] Wed, 29 December 2010 19:42 Go to previous messageGo to next message
spaeR is currently offline spaeR

 
Messages:77
Registered:September 2008
Location: Hungary
Unfortunately the mine version is german!

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Corporal
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #269103] Wed, 29 December 2010 19:57 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
spaeR
Unfortunately the mine version is german!


Read the thread... this has been addressed several times now...

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #269157] Thu, 30 December 2010 21:29 Go to previous messageGo to next message
psycho1976 is currently offline psycho1976

 
Messages:29
Registered:February 2008
Hi again folks!

Been playing the v14 for a good while and it is great! So I was thinking about upgrading, but where shall I put the new files?

Suggestion: keep the folder structure (down to the root of the game) in the compressed file so idiots like me can understand it Smile

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Private 1st Class
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #269163] Thu, 30 December 2010 22:51 Go to previous messageGo to next message
cdudau
AK Conversion kit, does it still work with nas?

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Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #269165] Thu, 30 December 2010 23:13 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
taoteching
AK Conversion kit, does it still work with nas?



Haven't tried for a while... but why shouldn't it?

I think it should work just fine.

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #269168] Thu, 30 December 2010 23:58 Go to previous messageGo to next message
cdudau
How do you merge it? You can not attach it via attachment slot.

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Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #269171] Fri, 31 December 2010 01:17 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Just tried it and it works fine for me... You can use any slot on the gun for the merge.

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #269175] Fri, 31 December 2010 06:06 Go to previous messageGo to next message
cdudau
Interesting, it must be the AK model. I tried it on the 106 and 108.

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Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #269176] Fri, 31 December 2010 06:59 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Ah...


yeah, that doesn't work.

You need an AKM, AK47, AKS-74, AK-74 AKMS, AK-47S or AK-74S (and it also works with an SKS).

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #269177] Fri, 31 December 2010 07:19 Go to previous messageGo to next message
cdudau
I should have known better. :uhh:

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Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #269194] Sat, 01 January 2011 06:15 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
IMPORTANT ANNOUNCEMENT


I'm currently in the planning stage for WF2011. Anyone willing to sign up as beta tester should send me a PM.

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #269204] Sat, 01 January 2011 12:43 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
What in the name o' The Wee Man can possibly be left to add to the game ??

My Resolution is to actually finish at least one of the mods on my desktop .
Smile Razz

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Captain

Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #269234] Sat, 01 January 2011 23:13 Go to previous messageGo to next message
datakurs is currently offline datakurs

 
Messages:166
Registered:June 2009
Location: Budapest, Hungary
Sounds nice. What do you plan to involve?

AIM has hundreds of gun types but without purchasing we can find only a few dozens through the game. Can you increase the carried weapon variability of the hostiles?

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Staff Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #269235] Sat, 01 January 2011 23:20 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
I'm currently cleaning up tilesets / reworking them.


The idea behind WF2011 is basically, that I just continue the stuff I already did the last couple of weeks (add new items and continuosly replace certain maps with big maps). WF2011 is just a fancy name for the project... maybe I should have called it Wf6.06 Reloaded? Nah....



Due to the tileset rework I have done the last 2 days, a lot of the maps currently in Wf6.06 need to be completely reworked though.



That's why I'm hiring beta testers. Don't expect any official new release/update within the next months... if you want to get a glimpse on what's going on, sign up as beta tester.


IF you are interested in beta testing, drop me a line... although be warned: a betatester is required to actually give feedback on the stuff I do (otherwise testing wouldn't make much sense...).

[Updated on: Sat, 01 January 2011 23:21] by Moderator

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #269237] Sun, 02 January 2011 05:02 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1411
Registered:July 2006
Location: People riding polar bears...
Note to self. Do not accidentally delete JA2 AIMNAS folder. Ever.
Now, for some reason, I just can't get it reinstalled properly. There's always some problem. NAS not working, texts turning German, AIM crashing to desktop...

Mind walking me through how to get the latest version up an running?

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Sergeant Major
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #269246] Sun, 02 January 2011 13:40 Go to previous messageGo to next message
datakurs is currently offline datakurs

 
Messages:166
Registered:June 2009
Location: Budapest, Hungary
I can't help at the moment (exams and such), sorry, maybe later.

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Staff Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #269248] Sun, 02 January 2011 22:11 Go to previous messageGo to next message
cdudau
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 #269250] Sun, 02 January 2011 22:17 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
taoteching
Smeagol,

Some of your night vision goggles are not recognized by Jazz's system regarding portraits and icons.



Hmm... dunno... don't like that feature too much anyways... basides I'm currently quite busy reworking maps... had changed all tilesets and that caused the anticipated major screw up in all maps (the tileset garbage that happened when you didn't have the right tileset and wanted to play WF maps... some of you might remember the tons of litter and trash that were in some maps due to wrong tilesets...). My cleanup work reduced the size of the tileset folders by a whopping 16MB and I made a more streamlined version of the tilesets (same stuff usually goes into the same tileset slot now,. with only few exceptions, instead of the mish mash in tilesets that was there before...).

Of course this means that I will have to fix EACH goddamn map... urgh! Well... see you next year I guess...

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #269251] Sun, 02 January 2011 22:19 Go to previous messageGo to next message
Logisteric

 
Messages:3199
Registered:December 2008
Location: B
mk4 is not recognized in uc, too - so i guess it's not smeag's fault anyway, does anyone know what tag triggers the icons (the pix are a horror)

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Captain
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #269252] Sun, 02 January 2011 22:27 Go to previous messageGo to next message
cdudau
Here is the ini information.

Toggle Spoiler

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Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #269253] Sun, 02 January 2011 22:31 Go to previous messageGo to next message
Logisteric

 
Messages:3199
Registered:December 2008
Location: B
what's it good for as long as it does not show how an nsg is 'detected'?

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Captain
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #269254] Sun, 02 January 2011 22:44 Go to previous messageGo to next message
cdudau
...and here are the files in the interface folder.
Toggle Spoiler

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Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #269255] Sun, 02 January 2011 22:44 Go to previous messageGo to next message
Logisteric

 
Messages:3199
Registered:December 2008
Location: B
that doesn't help to recognize an nsg, either - which tag is used, sir?

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Captain
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #269257] Sun, 02 January 2011 22:50 Go to previous messageGo to next message
cdudau
I do not know sir.
That's all I can do.

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Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #269351] Tue, 04 January 2011 18:50 Go to previous messageGo to previous message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Thanks to DepressivesBrot AIMNAS will actually go NAS0.7 it seems.

Brot managed to transfer all the data to the NAS0.7 system and as far as I can tell at the moment, everything seems to work fine (some minor issues might of course still turn up, but probably nothing too serious...).

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Lieutenant

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