Home » MODDING HQ 1.13 » v1.13 Feature Requests » externalisations
Re: externalisations[message #121116] Tue, 02 January 2007 06:35 Go to previous messageGo to next message
bipboy

 
Messages:11
Registered:September 2006
I hope the throwing ap and range of grenades could be externalized.
Re: externalisations[message #121117] Tue, 16 January 2007 02:27 Go to previous messageGo to next message
the scorpion

 
Messages:1842
Registered:September 2004
Location: CH
yes agreed.

also, the range at which the robot remote works coul dbe externalised so we can turn the robot into more different things

and grenade launcher minimal ranges. That woul dbe useful too.
Re: externalisations[message #121118] Tue, 16 January 2007 17:00 Go to previous messageGo to next message
Mauser

 
Messages:799
Registered:August 2006
Location: Bavaria - Germany
in the german JA2 forum, i read a request about externalizing the bullet .STIs, bullet graphics and projectile behaviours.

externalizing the bullet graphics would grant completely new possibilities to more accurately simulate different projectile types (like tracer ammo, arrows or large caliber shells) or even make completely new ones like laser beams or plasma bursts for scifi themed mods.

in fact, i think this should be quite high on the priorities list, because it

☆★GL★☆
Re: externalisations[message #128575] Tue, 06 February 2007 22:46 Go to previous messageGo to next message
bipboy

 
Messages:11
Registered:September 2006
Externalize/create a seperate parameter for weapon jam besides bReliablity in weapons.xml. Enable certain possibility for weapon get jammed even with 100% status
Re: externalisations[message #129663] Wed, 14 February 2007 13:22 Go to previous messageGo to next message
the scorpion

 
Messages:1842
Registered:September 2004
Location: CH
i'd like Ammo distribution to be externalised if there's a way for this

say i place a solider in the map with a 5.56 assault rifle
Or say it is a random encounter, doesn't matter, i'd like to be able to restrict him from using glaser ammo, as it is useless in the later game. Of course i know other ways to disable the enemy from using glaser, but that would also disable the player from using glaser without crashes, which is definitly not what i want

of course, this also applies to any other ammo type, be it match, tracer, different explosive types,anti-tank etc

should be tied to ammotypes index, maybe even to magazines.xml indexes as you may want to have tracer for LMG's (100shots drum) but not for DMR's, but match grade ammo for snipers/ rifles etc.

Re: externalisations[message #129682] Wed, 14 February 2007 17:39 Go to previous messageGo to next message
Starwalker

 
Messages:769
Registered:October 2005
Location: Hannover, Germany
the scorpion
should be tied to ammotypes index, maybe even to magazines.xml indexes as you may want to have tracer for LMG's (100shots drum) but not for DMR's, but match grade ammo for snipers/ rifles etc.

Now that can be a problem: Imagine someone is trying to load his assault rifle from the 100rnd drum, which normally works, but if you disabled the assault rifle mag of that ammotype, there may be a crash on unloading that gun, because the code cannot find the proper magazine (that's why Match ammo belt-boxes for machineguns exist, though they are not offered by BR; simply because you can load a LMG from other magazines and get a crash on unloading when there's no correct belt ammo).
I guess it is all or nothing for a given ammotype per caliber.


Re: externalisations[message #129688] Wed, 14 February 2007 17:57 Go to previous messageGo to next message
the scorpion

 
Messages:1842
Registered:September 2004
Location: CH
well, the player should be allowed to load whatever he gets hold of and whatever he likes, but the enemy shouldn't be able to chose from everything (in partiucliar, if these mags are only placeholders to avoid crashes)

so, if the player buys 100 shots drum glaser ammo and loads it, it's okay

but if the enemy comes in late game using a sniper rifle with glaser ammo against my EOD armor wearing heavy ops guy, then something has gone wrong Wink

i could easily disable or remove all glaser mags myself, but i don't want to restrict it for the player, i want to prevent the AI from using an ammo type that's not suitable for their purpose

so, besides weapons and items, there would ideally be a magazinechoices.xml, maybe even related to the game progress such as enemy gun and (indirecly) item chocies are, so that i can make sure there's no late game glaser-d sniper or somesuch

of course, this is not the only purpose for such an xml. Editing such an xml would also allow to drastically restrict ammo types for the enemy for mods that find it fun to have the player organise rare or special (silent? XAP? Match grade ammo? not every banana country ak-47 weilding grunt has some of those) ammo through quest, traders, or because their setting (ww2 for example) doesn't allow of too many modern cartridge types
Re: externalisations[message #129689] Wed, 14 February 2007 17:59 Go to previous messageGo to next message
the scorpion

 
Messages:1842
Registered:September 2004
Location: CH
it would also help people that don't like the tracer animation or have a differnet armor balancing

[Updated on: Wed, 14 February 2007 17:59] by Moderator

Re: externalisations[message #129690] Wed, 14 February 2007 18:03 Go to previous messageGo to next message
Starwalker

 
Messages:769
Registered:October 2005
Location: Hannover, Germany
the scorpion
but if the enemy comes in late game using a sniper rifle with glaser ammo against my EOD armor wearing heavy ops guy, then something has gone wrong Wink

I understand full well what you wanted to say, but may have failed to properly convey /my/ thoughts Wink
I just wanted to say that there's not an easy solution, your wish needs some more work (the code that handles the EnemyAmmoChoice-xml).


Re: externalisations[message #129693] Wed, 14 February 2007 18:09 Go to previous messageGo to next message
the scorpion

 
Messages:1842
Registered:September 2004
Location: CH
that's why i'm posting this into "externalisations" thread, because i'm fully aware that there's currently no way to control this

if it were doable through xml's, i wouldn't ask for it
Re: externalisations[message #130929] Mon, 26 February 2007 19:27 Go to previous messageGo to next message
Wil473

 
Messages:2816
Registered:September 2004
Location: Canada
I finally have a day off to revive an idea I had over in the discussion on calculating AP costs to draw and fire, there's a 1AP universal cost to shifting targets when they are "in-front" of the merc. I've got it down to only a single new variable in item.xml needed to allow modding of this targeting cost:

- either a %bonus or a straight value added to the 1AP target cost (allow negative values)
- cumulative for the item and attachments

Effect (Case applied directly to gun):
new variable effectively has no effect (either 100% of 1, or 0 change) = retarget cost stays 1
new variable effectively adds 2 (either 300% or +2) = cost to re-target is now 3AP in game
new variable negates targeting cost = either 0% or -1 depending on implementation

This is not the draw cost; we already have control over draw. This is a request for a variable in items.xml that modifies the existing 1AP cost difference when one acquires or shifts to a new targets in game, effectively externalizing it. With this type of control we will be able to separate targeting from trigger pulling (and steadying, dealing with recoil...).

[Updated on: Mon, 26 February 2007 19:35] by Moderator



Re: externalisations[message #131818] Tue, 06 March 2007 15:02 Go to previous messageGo to next message
the scorpion

 
Messages:1842
Registered:September 2004
Location: CH
that would be very interesting, i think i've argued for a similar change in a different thread. no reactions towards externalisations requests? what's happened?

i would like to have slay's 7 day time delayed trigger externalised. Please nobody start accusing me of wanting to cheat the game, that's not the purpose.

having slay's time until he dissapear when on the team externalised might allow for time-triggered quests, also, it would make slay's RPC slow much more valuable Wink


i have lots more ideas but i lack the time and skill to put down the words. maybe soon, probably never i'll have the time to unleash all these ideas...

don't panic, it's not probable to happen
Re: externalisations[message #132015] Thu, 08 March 2007 12:44 Go to previous messageGo to next message
Jeronimo
Messages:7
Registered:August 2006
I don't know if this has been suggested before, but I'd like if there was an option to completely mute everyone on the squad and make those repeated lines finaly go away. Mute (the button) does not seem to work and I'm just sick and tired of hearing those same speaches over and over and over again. Every time I meet enemies or whatever, someone has to say something. They pause the game too. It's annoying.

And another thing - I'd like if the butons under the minimap, those who make you filter the info on the map, would not go off on their own. When I'm on my militia info map I'd like to stay on it and not go on the squad info when anything happens.

Edit: Add a range modifier option.

[Updated on: Tue, 27 March 2007 19:40] by Moderator

Re: externalisations[message #137194] Mon, 30 April 2007 11:39 Go to previous messageGo to next message
the scorpion

 
Messages:1842
Registered:September 2004
Location: CH
would be cool to have some sort of way to externally edit the logics by which blood stains are applied on the ground if an enemy is hit/ injured/ bleeding

i know which file makes these decals, but what i'd like to know is what the logics behind it is.

http://img407.imageshack.us/img407/8616/blooddecalsfo1.th.jpg

here, an enemy got hit (big blood decal) than ran away injured (smaller blood decals, spread farther)

some ideas: blood stains on the wall behind him would be cool. this only in the place where he got shot.

bullet impact decals would be cool, only in the place where he got shot (not where he ran away obviously)

it looks to me as if the game does determine the place where an enemy gets hit (the big blood pool) already.
would it be doable to add an optional second .sti decal file that only gets triggered in the place where a character gets hit but gets applied to both, walls within certain range behind the character and the ground as well?

if adding a second sti file isn't easy, maybe the logics which graphics from the blood decals file are used can be made editable? then adding some new graphics for the bullet decals to the end of the file and have them be only used in the place of the impact? something like that
Re: externalisations[message #139012] Wed, 16 May 2007 22:18 Go to previous messageGo to next message
shed23

 
Messages:131
Registered:October 2004
Location: U.K.
Not sure if this is the right thread for this, so apologies for any hijack!!!

Is it, or would it, be possible to have a night-time insertion on day 1, A9?
Re: externalisations[message #139036] Thu, 17 May 2007 07:19 Go to previous messageGo to next message
Khor1255

 
Messages:1834
Registered:August 2003
Location: Pleasantville, NJ
That sounds like an externalisation to me. It might be difficult though considering a lot of the quests are based and even stacked on day one 7:00 am to 9:00 am. It hardly seems impossible though.
Re: externalisations[message #139038] Thu, 17 May 2007 07:26 Go to previous messageGo to next message
Khor1255

 
Messages:1834
Registered:August 2003
Location: Pleasantville, NJ
the scorpion wrote:


soldiers:

how many soldiers of which type in which default garrison sector (e.g in a9, difficulty experienced, 5 yellows and 5 reds or however it actually is)

what body types and color palette (ja2 pal.dat entries) soldiers can have according to their type (female red shirts, only blond hair and tanned skin... yes!)

item used at night or day only! (this refers to nightscopes. is there any way in the current xml's i can prevent the enemy from using nightscopes at day? seems kind of silly you know)


Have any of these things been done yet?

Of particular interest to me are soldier body types and pallette.
Re: externalisations[message #144960] Sat, 16 June 2007 11:15 Go to previous messageGo to next message
Hellmann
Messages:5
Registered:June 2007
Location: Moscow,Russia

The garrisons were already made in Night Ops mod- maybe it would be nice to take maps from it.

Garrisons there were on the most strategically advanced places(crossroads for example), and were able to hold militia on them

Also maps were great.
Re: externalisations[message #149776] Wed, 18 July 2007 08:52 Go to previous messageGo to next message
Andris

 
Messages:86
Registered:October 2006
Location: Budapest, Hungary

Sorry if this has been asked before!
Can the Profdat/proedit be externalized so you can add all stuff from the items xml, even the dbb selction and any future items mod/edit/addition?

Re: externalisations[message #149780] Wed, 18 July 2007 09:56 Go to previous messageGo to next message
Starwalker

 
Messages:769
Registered:October 2005
Location: Hannover, Germany
The externalization of prof.dat is on the to-do list, but this is a major enterprise and will take some time.

But the new inventory will allow a bypass of prof.dat, so that all characters in the game can be equipped with new items.


Re: externalisations[message #149785] Wed, 18 July 2007 10:43 Go to previous messageGo to next message
Andris

 
Messages:86
Registered:October 2006
Location: Budapest, Hungary

Wow thats great! Any time estimate, when the new inventory will be ready?
Re: externalisations[message #149794] Wed, 18 July 2007 13:01 Go to previous messageGo to next message
Starwalker

 
Messages:769
Registered:October 2005
Location: Hannover, Germany
Andris
Wow thats great! Any time estimate, when the new inventory will be ready?

Before Christmas, I'd say, but other than that I have no idea Wink


Re: externalisations[message #149796] Wed, 18 July 2007 13:07 Go to previous messageGo to next message
Andris

 
Messages:86
Registered:October 2006
Location: Budapest, Hungary

Lol, after school starts I wont have time to play with work and stuff:(
Re: externalisations[message #153925] Tue, 21 August 2007 15:33 Go to previous messageGo to next message
Uriens

 
Messages:325
Registered:July 2006
For this one I was really wondering where to put it, but this seems to be the best place for it.

First, let me mention that there appears to be a 'maximum corpses on map' value which, when the limit is reached, causes all following corpses to simply disappear. This means that, when you kill someone and the limit is reached, he simply disappears. Only gear and some blood are left. This is most notable if you play with large garrisons and during Drassen counterattack.

I assume this was intentional by SirTech to avoid a slowdowns on slow computers, so I really wouldn't call it a bug. Since PC's have increased in power a lot since then it would be nice if the limit could be lifted. Actually, some people still have a bit dated PC's and some have high end PC's so that's the reason why I'm posting this here. It would be great if that value could be externalized to ini so everyone can set it to the value they like. ATM, the value seems to be around 100, so when you kill more then 100 enemies in sector, bodies start to disappear.
Re: externalisations[message #160701] Fri, 05 October 2007 20:48 Go to previous messageGo to next message
Sergeant_Kolja

 
Messages:43
Registered:July 2003
Location: Hannover, N-Germany

wil473
I finally have a day off to revive an idea ........


Hi wil473 and the other posters here,
we (the 1.13 team) are in the progress of getting JAPH as our BugZilla Admin. This will be followed by a closed BugZilla group first - but after a short testing period I'll bet we will open a part of BugZilla for such improvements and ideas, you all gave here!

So I'll please you to not forget your ideas, write it down in a sampler file somewhere at your desktop and try to be patient until we offer the BugZilla-for-everyone account

BTW:
IMHO the main aspects of the BugZilla are:
1) internal coordination between 1.13 members
2) interface to the modmakers
3) external bug reports by all our fans

but I'm pretty shure, we will add soon

4) interface for ideas from the community (feature Requests)

and of course

5) interface for "GUNZ I LUV 2 ZEE"

best regards,
Sergeant Kolja


Re: externalisations[message #169389] Thu, 03 January 2008 11:53 Go to previous messageGo to next message
Ar1z

 
Messages:33
Registered:January 2008
Location: Greece

Sergeant_Kolja
wil473
I finally have a day off to revive an idea ........


but I'm pretty shure, we will add soon

4) interface for ideas from the community (feature Requests)


When will this feature will be available? For now so I don't forget I'll post here Wink

INI options

1. Control how much money mines give you
2. NIGHT_SIGHT_RANGE ( not DAY_SIGHT /2) or a divider option for DAY_SIGHT
3. Weapon range multiplier/divider ( so I don't have to modify xmls)
4. Aim Levels/Time (currently min is 4, unless you have scope) you get by right click on enemy.

Thanks!
Re: externalisations[message #172397] Tue, 22 January 2008 10:09 Go to previous messageGo to next message
Ar1z

 
Messages:33
Registered:January 2008
Location: Greece

OK I 've done number 3 from above post and I know how to make the rest... Since I started searching the code I've found a lot of values that if externalized, will help mod developers a lot... I AM GOING to externalize MOST if not all values. Wink I have already started using an ini, I think xml is not the best way (for various reasons). My problem is that since my c++ skills are low, I might need some help... Is any coder willing to help me (just by answering any questions I might have)?

thanks!
Re: externalisations[message #215217] Mon, 04 May 2009 20:42 Go to previous messageGo to next message
Lamach_Head

 
Messages:426
Registered:November 2008
Location: Mars
I was thinking if this could be done:

EXTERNALISATION OF MILITIA STRENGTH WHEN DEFENDING CITIES (or sam-sites).

Because since 1.13, I experience that my 50-headed militia group is often defeated by 24-headed enemy group even after a few game-loads. The milita should have some large bonus when defending your sector like city or sam-site, defending is much easier than attacking and not everyone want to save and reload everytime the enemy pays a visit.
And also it would be nice to be able to set the milita combat strength according their type (green,regular,veteran).


Re: externalisations[message #215218] Mon, 04 May 2009 20:43 Go to previous messageGo to next message
Headrock

 
Messages:1795
Registered:March 2006
Location: Jerusalem
Quote:
EXTERNALISATION OF MILITIA STRENGTH WHEN DEFENDING CITIES


Yes, it's quite possible. I was going to include that in HAM 2.9. It's not even difficult. Maybe in HAM 3.3, if I get to that.

Quote:
And also it would be nice to be able to set the milita combat strength according their type (green,regular,veteran).


That's a bit more complicated, because their combat strength depends on their stats (which do depend on their type). Applying external modifiers is possible, but not optimal.


Re: externalisations[message #215239] Mon, 04 May 2009 22:02 Go to previous messageGo to next message
SpaceViking

 
Messages:762
Registered:January 2004
Location: Rochester, Minnesota, USA
Lamach_Head
...I experience that my 50-headed militia group is often defeated by 24-headed enemy group even after a few game-loads.


The only way that 24 enemies are going to defeat 50 militia is if it is something like all elites soldiers versus regular troops. Even then it's not a sure thing. I've seen 60 militia (all elite) defeat 100+ mixed groups in the Drassen counterattack with nearly no help from me but that is unusual.


Re: externalisations[message #215276] Tue, 05 May 2009 00:03 Go to previous messageGo to next message
Lamach_Head

 
Messages:426
Registered:November 2008
Location: Mars
Headrock:
Great, that would be perfect, I personally use your HAM (3.1 now), it's really good and should be added to the SVN. At anything I see from you here you just rock, Headrock! Smile
About the optional strength of different militia types - it's not so essential. But it's strange, that as I remember in vanilla the veterans were very cool, often take out a LAW and blow a whole group of enemies up. Since 1.13, it appears to me, that they have much lower equipment. Would there be a possibility to adjust milita item choices in the future?

SpaceViking:
I forget to mention.. on autoresolve.
As I always play on insane, although highly rebalanced for my liking, Almost everytime there comes a group with 75-100% elites. As the most enjoyable part of the game are the tactical battles, I don't want to spend so much time by saving and reloading the game on every autoresolving city defending. I can change max militia to 40, max squad size to 20, to make those battles easier, but then when I play such a battle for myself it's really a mess with so many guys around.
And you rock too SpaceViking. Smile


Re: externalisations[message #215279] Tue, 05 May 2009 00:08 Go to previous messageGo to next message
Headrock

 
Messages:1795
Registered:March 2006
Location: Jerusalem
Quote:
Great, that would be perfect, I personally use your HAM (3.1 now)


Use 3.2, it's even better.

Quote:
it's really good and should be added to the SVN


Yeah in about three-four months when it's fully tested.

Quote:
Would there be a possibility to adjust milita item choices in the future?


I believe they draw the same items that enemies do...


Re: externalisations[message #219740] Sun, 07 June 2009 15:44 Go to previous messageGo to next message
Lamach_Head

 
Messages:426
Registered:November 2008
Location: Mars
Interested in exterinized milita strength?
I have externilized overall militia combat ability in autoresolve and in tactical battles.
I have 4 ini settings for this:

GREEN_MILITIA_STRENGTH_BONUS_PERCENT = from -100 to +500 (percents)
REGULAR_MILITIA_STRENGTH_BONUS_PERCENT = from -100 to +500 (percents)
VETERAN_MILITIA_STRENGTH_BONUS_PERCENT = from -100 to +500 (percents)
and
SLOW_PROGRESS_FOR_MILITIA_ITEMS_CHOICE = TRUE/FALSE


The SLOW_PROGRESS_FOR_MILITIA_ITEMS_CHOICE option is used when the game is equipping militia. Because they take the same gear as enemy, they suffer from SLOW_PROGRESS_FOR_ENEMY_ITEMS_CHOICE as well. So I have split it, the enemy and milita now are handled slightly differently. This option is the same as SLOW_PROGRESS_FOR_ENEMY_ITEMS_CHOICE, but is applied on milita separately. I also tweaked the militia gar choices, so they don't get useless things like LBE or kits.

The three settings for militia strength affects this:

* Increases their attack and defense rating (decreases the attack and defense rating against them)
in autoresolve.
* Increases their chance to hit in tactical combat (full bonus)
* Increses their APs in tactical combat (1/4 of bonus)
* Decreses the damage they recieve in tactical combat (half bonus)
* Increases their equipment quality in tactical combat (2/3 of bonus)

By "bonus" I mean the number you have set in those three settings. So if you put there 100% for veteran militia, their CtH will be doubled, they will have + 25% APs, they will have 50% damage resistance and their equipment will be much better.

Because we are not likely to improve their tactical AI an soon, this option can make them demigods on battlefield when set very high. This option has one main goal - to allow you to set max team size to high values while not need to set max militia per sector to high value as well. You can have enemy teams of max 50 soldiers and still have only 20-30 militia per sector. With 50 militia you would be annoyed to when rearranging militia in cities on strategic map, not to mention the interface is not made for such numbers right now.


Re: externalisations[message #275590] Sat, 12 March 2011 04:51 Go to previous messageGo to next message
LootFragg

 
Messages:344
Registered:August 2009
Location: Berlin, Germany
If this thread is solved or rendered invalid (because of people discussing everything on BugZilla), please unsticky it.

In case this thread is still active, which I doubt, I request putting all requests in the first post and keeping it up to date. This thread is several years old.

In order to save you some work, I have read through the thread and I've written down all the requests that have been made so far. I don't know much about the game internals so I can't say for myself what has and hasn't been solved yet. The points which I believe to be solved have been crossed out.

I'm asking you to
1) Tell me what else has been solved or rendered invalid. Keep the thread clean and write me a PM.
2) Update the first post (moderators / the Scorpion required).

List of all stuff I could filter out...

I mostly don't even know what is meant, but I'm not a connaisseur.

Loot

[Updated on: Sun, 13 March 2011 22:43] by Moderator

Re: externalisations[message #275684] Sun, 13 March 2011 20:46 Go to previous messageGo to next message
LootFragg

 
Messages:344
Registered:August 2009
Location: Berlin, Germany
Flooding the forums it seems. Sorry folks.

Externalization Request

Enemy gun conditions as defined in "Inventory Choosing.cpp".

Details

Contents of Inventory Choosing.cpp
Thanks to JMich.

Background

Essentially this thread and an IRC conversation. There was a debate about soldiers having crappy items, too crappy to use actually. That isn't relevant here though.

Gain

Modders could define gear for item classes further by directly stating which enemy / militia type gets what exact inventory condition. Since a gun's status has a direct impact on accuracy, this is an important gameplay related aspect.
Also, lowering the values to make enemy drops less desirable or increasing them to avoid having to buy weapons from firearms dealers is another good modding aspect.

Technical issues

All the technical stuff
Any additional finetuning of values by defining spread would require at least one more variable per class. Spread means how evenly the space from min to max is used. Perfect spread from 40 to 80 means an enemy is as likely to have a 40% gun as an 80% gun and everything in between. Tighter spread (achieved by an exponential formula) would mean most enemies would carry +-60% guns with only few actually reaching the boundaries. But that's not until at least these 13 values are externalized.

Loot
Re: externalisations[message #281723] Wed, 01 June 2011 01:41 Go to previous messageGo to next message
Trifler

 
Messages:45
Registered:June 2008
Location: USA
Being able to define how many enemy soldiers (possibly even how many Regular and how many Elite) are in the Drassen Counterattack for each Difficulty Level in the Ja2_Options.INI would be good. Then we could A) Adjust the number of enemies by difficulty level, and B) adjust the number of enemies to a size that matches Drassen being the first city we take if we want to. Much better than just ON or OFF. Smile
Re: externalisations[message #281838] Wed, 01 June 2011 20:42 Go to previous messageGo to next message
Tao

 
Messages:2225
Registered:August 2009
Location: The Known Universe
Could someone point me in the direction of where to find a document stating characters in the game and their nationality.

I understand that they are present in the binary data, but I do not feel like typing out every single character with his/her/its nationality.

Thanks.
Re: externalisations[message #285109] Thu, 30 June 2011 11:13 Go to previous messageGo to next message
Asthner

 
Messages:45
Registered:August 2010
Location: Poland, Lodz
How about externilizing Alma's and Orta's hardcoded distance to the capitol? I think being able to tweak (probably increase ;p) these sectors difficulty a bit this way would be another nice touch in 1.13. Smile
Re: externalisations[message #302216] Thu, 22 March 2012 22:53 Go to previous messageGo to next message
nhja2fan

 
Messages:27
Registered:March 2012
A feature I'd like is to expose all of the NCTH parameters, this would allow for tailoring a game to each person's version of realism. (Currently I am annoyed by the high hit rate of pistols.)
Re: externalisations[message #302217] Thu, 22 March 2012 22:57 Go to previous messageGo to previous message
DepressivesBrot

 
Messages:3779
Registered:July 2009
What's missing from CTHConstants.ini?

Welcome to the Pit, nhja2fan :wave:


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