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Re: Compatible with AFS?[message #291966]
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Thu, 13 October 2011 15:41
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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HairysteedWhat about AIMNAS maps with AFS items/weapons?
Again that would probably leave many map issues. I don't think it would crash the game, but you will be seeing a lot of NADA items, missing default attachments, illogical placements (ie.weapons in armour slots), and other issues that will take you out of the game.
- different items between the two mods, meaning AFS is missing many of the graphics needed to build up to AIMNAS's line-up. Likely the other way around too.
- different item ordering
I hate to be raising any false hopes, but I haven't actually looked at Smeagol's maps in a while. Now if, and only if all the new maps are clear of pre-placed items from beyond the common first 320 (original JA2 range), could you treat AIMNAS maps like the vanilla JA2 maps. I suppose if you wanted to, the best option for a "hybrid" would be un-modified AFS + AIMNAS maps after you have flushed them all of items past item 320. 327.
EDIT: had a moment to check in the XMLEditor, the Gas Tank is item 327. This is the last item from the original (SirTech/Talonsoft release, not Gold) item range. Speaking of which, v1.13, and perhaps AIMNAS, has "new" items stuffed into empty spaces within the 0-327 item range, while my projects moved them out a long time ago, so to be completely safe you would have to flush maps of all items not present in the original release from over 10 years ago.
EDIT2: final thoughts before I head out for the day, I haven't released any specific notes on my NAS implementation, but it should be rather easy to decipher from the XML's and the following principles:
- attachments are single classed (ie. no math needed just select the appropriate entry from the drop-down menu in the XMLEditor
- weapons, and other items that have attachments, are often multi-layout classed. This is the biggest difference between what I'm doing and stock NAS implementation. You'll have to ask Smeagol if he's started using multi-layout classess (or attachment classes for that matter). The XMLEditor cannot handle multi-class layout or attachment class definitions (though it will ignore them unless you deliberately access the layoutclass drop down menu).
- multi-class layouts are built-up from the layout classes in the XML's, ie. a weapon covered in RIS rails is built-up from the bits for the Optics RIS, Top-Forward RIS, Side RIS, and Bottom RIS. You don't have to do the math in binary, as the layout classes are already in base10, just add them together. Oh, and unless the weapon's layout is 1, don't add the 1 or else you end up with the default optics slot overlapping with the RIS optics slot.
- Note: you will still be missing the AFS attachment adapters ie. attachments from "TactiKool-Aid," I suppose my abuse of attachments adding attachment slots is another big difference with v1.13 NAS.
[Updated on: Thu, 13 October 2011 16:57] by Moderator Report message to a moderator
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