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Re: 65% Camo Index Change[message #360360 is a reply to message #360358] Sat, 13 June 2020 10:25 Go to previous messageGo to next message
PFCParts

 
Messages:35
Registered:November 2019
Huh, shame. Is there any way for me to edit the .exe to lower the camo index needed to become all green or tan?
Re: 65% Camo Index Change[message #360392 is a reply to message #360360] Wed, 17 June 2020 09:57 Go to previous messageGo to next message
PFCParts

 
Messages:35
Registered:November 2019
I've made a couple of changes to the base Arulco Vacation .xmls, and I'd like to share it on the forums. Any of you guys want to try it out?
If you guys are interested I'll share to the best of memory what I changed.
I think I made a couple edits to the STIs using the STI Editor tool and I made a couple changes to the descriptions of the uniforms and fatigue jackets/pants.
I basically pretend that I'm playing a bunch of Cold War African mercs, so I have changed some of the equipment to reflect colonial African histories.
ie the Pattern 37 Combat Pack was changed to Pattern 70 Combat Pack and Pattern 37 Webbelt to Pattern 70 Webbelt since I wanted some South African influence.
I even added in my own hand drawn FG42 to replace the Sarac M53.

If you do want to play then I suggest using the vanilla 1.13 executable if you want to access parts of Grumm or San Mona, as otherwise you'll get a Exception Error.
Re: AV v1.11 Download, Discussion & Bug Reports[message #360394 is a reply to message #356385] Wed, 17 June 2020 12:37 Go to previous messageGo to next message
Fan

 
Messages:180
Registered:March 2008
Location: Germany, Rheinl.-Pfalz
Can I change this, perhaps in the Ja2_Options.ini:

I got a sector and I'm repairing, healing and training militia. Then comes an attack of two enemies. I end this attack and I'm rapairing etc. Then comes a further attack of three enemies.
This is very annoying. thumbs down

Thank you!
Re: AV v1.11 Download, Discussion & Bug Reports[message #360395 is a reply to message #360394] Wed, 17 June 2020 13:33 Go to previous messageGo to next message
silversurfer

 
Messages:2715
Registered:May 2009
Do these enemies come from a nearby enemy occupied sector? If so the setting ENEMY_INVESTIGATE_SECTOR in JA2_Options.ini may be responsible for it.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

Re: AV v1.11 Download, Discussion & Bug Reports[message #360701 is a reply to message #360395] Sun, 26 July 2020 06:09 Go to previous messageGo to next message
PFCParts

 
Messages:35
Registered:November 2019
Can anyone explain to me what the HorizontalDegree and VerticalDegree tags mean in the Explosives.xml? Do they have something to do with the degree with which the shrapnel is thrown? I've been trying to make it so that prone player characters are less likely to be hit by shrapnel than crouching or standing characters.
Re: AV v1.11 Download, Discussion & Bug Reports[message #360702 is a reply to message #360701] Sun, 26 July 2020 11:58 Go to previous message
silversurfer

 
Messages:2715
Registered:May 2009
<ubHorizontalDegree> defines the angle in which the fragments are fired horizontally, based on the direction of the explosive. <ubVerticalDegree> defines the vertical firing arc starting from ground level. You may wonder why regular grenades only have a 5° vertical firing arc. This is for gameplay and performance reasons. You would need a lot more fragments if the vertical arc was 180°. Most fragments would be fired in the sky that way, which is rather useless.

You can check the explosive 85 (M18 Claymore) for example. This is a directional explosive and fires in only one direction with a 60° horizontal and 2° vertical arc. Regular hand grenades dispose their fragments in all directions.
See <ubClassIndex> in Items.xml to find the corresponding <uiIndex> of the explosive.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

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