Home » MODDING HQ 1.13 » v1.13 General Development Talk » "1.13" Mod - Main Thread
Re: "1.13" Mod - Main Thread[message #10485]
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Thu, 25 August 2005 03:16
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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muggsy
no problem. those things about ambient sounds and anims have no priority at all. i just thought i ask
the externalization stuff is MUCH more interesting and important
attachment functions: the function of the duckbill is there as well. i don`t know exactly what it is
then we have functions of non-attachments (like NSG, UVG, Sunglasses) sighting malus reduction or sighting bonus stuff
maybe this can be used with attachments as well? (again, just an idea, i`m aware you`re busy)
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Sergeant Major
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Re: "1.13" Mod - Main Thread[message #10487]
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Thu, 25 August 2005 03:28
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Madd_Mugsy |
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Messages:634
Registered:July 2005 Location: Canada |
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wil473,
Yeah, those are all totally hardcoded. The problem you encountered in UC is that the engine is hard coded to only recognize one particular item index as being able to launch rockets.
I'll look into your attachment ideas.
scorpion,
I forgot about the functions of basic items! Yeah, whether an item has a certain function will need to be pushed out to the XML. Ideally, I'd like to make it so that item functions and attachment functions go in the same spot, and that if an attachment has a function/ability, like night vision, then you get that ability when the attachment is attached to an item you're wearing. If I wanted to get really fancy, I might be able to allow for attachments to other items, like helmets or face gear.
gpmg,
Let me know if they're _too_ effective. I can bump them down some if need be.
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Re: "1.13" Mod - Main Thread[message #10488]
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Thu, 25 August 2005 03:34
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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that would really rock!
that would allow for vast freedom for each modmaker to make up items with specifix functions
that allows for a whole new game...
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Sergeant Major
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Re: "1.13" Mod - Main Thread[message #10492]
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Thu, 25 August 2005 04:25
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Madd_Mugsy |
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Messages:634
Registered:July 2005 Location: Canada |
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Draw costs are already in there; it's the "ReadyWeaponAPs" element, I think. Now, speed holsters are a neat idea, as are speed loaders. A speed holster could be an attachment that decreases the ReadyWeaponAPs of the gun it's attached to.
For bayonettes:
I like wil473's suggestion about toggling to strike with the gun, then adding the bayonette as an attachment.
I'm thinking something like a change to one of the interface buttons (like burst mode), which could switch you to hand-to-hand mode, and I could add a hand-to-hand damage stat to the weapons. Bayonette attachments could add a bonus to this new stat.
But I digress, striking with a weapon would require new animations, both for pistols and for rifles, and I'm not yet certain how to put new animations in. EDIT: missed the part about using punch and crowbar animations... Yes. That might just work...
Not to mention the fact that I've already got more ideas for this mod than I have days to work on it
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Re: "1.13" Mod - Main Thread[message #10493]
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Thu, 25 August 2005 04:44
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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i`ve tested this some time ago: if the underslung grenade launcher is turned into a knife, you can use it as a bayonett
it uses standard knife animation though
so i guess the bayonett would work IF the underslung grenade launcher can be copied (as muggsy said, this is hardcoded)
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Sergeant Major
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Re: "1.13" Mod - Main Thread[message #10495]
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Thu, 25 August 2005 05:59
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Now if the Grenade launcher could be copied once...
then by what the scorpion is saying, then it would be possible to add the Pistol Whip/Butt Strike Attack via copying the Grenade launcher a few times, giving one the attributes of the knuckle dusters (for small weapons), one the attributes of the crowbar (big weapons), and one the attributes of the knife (bayonet). To allow a weapon a beating attack mode, make the appropriate attachment a hidden built in item. This way some weapons can't be used as clubs (ie. folding stock weapons I hear make lousy clubs, old fashion wooden stock AK's on the other hand are quite effective).
Potential problem (aside from the copying of the grenade launcher):
- how would the engine deal with both the built-in striking attack and the addition of a bayonet? Cycle past auto fire and have the built in strike attack, one more for bayonet when attached before going back to singe shot?
- how about differentiating between the builtin strike attack and the grenade launcher (triple attack options for any rifle so equiped: select fire-firearm, club and grenade launcher, I'm presuming the Underslung GL and bayonet would be incompatible)
- how many fireing modes can the JA2 engine cycle through?
- are there three spare weapons slots to be taken up by pistol whip, rifle beating, and bayonet?
If the Underslung Grenade launcher can be copied (over and over again) and the cycling between attachment attacks worked out, then Khor1255's original suggested order would be the easiest. Curse the attachments being hard coded, so close to easy implementation, yet...
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Re: "1.13" Mod - Main Thread[message #10503]
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Thu, 25 August 2005 16:00
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shihua |
Messages:3
Registered:August 2005 |
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about functions of an attachment/item
I want to be supposed to have the field of vision bonuses(daytime / night, increases / reduces), if is possible, may divide front, back and left/right
thank for your great work,Madd Mugsy
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Civilian
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Re: "1.13" Mod - Main Thread[message #10508]
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Thu, 25 August 2005 21:41
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surefire |
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Messages:15
Registered:August 2005 |
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Great work! You're making progress steadily, Mugsy, the reflex sight/scope really rocks in the game! Thanx to you a lot!!
By now what I could think out for functions of the attachment are these:
1> the C-Mag adapters for M16 series, G36 series, and maybe XM8 later, these adapters can change the magazine capacity from 30 to 100, and of course this could make us think over because of the limited precious attachment slots.
2> the foregrip using on most two-handed SMGs, assault rifles, and LMGs, which can greatly reduce the spread ratio of auto-fire bullets. I've seen this foregrip being mentioned in some previous posts.
3> I totally second shihua's proposal that attachments such as scopes, goggles, sunglasses can really affect the vision of mercs, and vision properties that could be afftected are day vision range/night vision range, arc of vision, etc. I dont know whether this could be realized, but this can add some trueness to the attachments.
4> wil473's Thermal Scope/Goggle is a very good idea to replace the room-taking X-ray scanner, this could make some sci-fi mod more easy to build, i support this Thermal Scope proposal.
5> I like all the bayonet, pistol whipping, stockbutt striking ideas, if these could come true, we will never approach an enemy with intent to knock it down and sadly discover the fact that we got no crowbar or knife on us
Here I also got some fun ideas about AI and weapon of current mod and cant be sure whether these could be done:
- Can we make the mercs stand/crouch by he corner/open-door and shoot/throw grenades with arm stretching out at the other side that cannot be seen directly. I have seen such tactical action in many movies. I think this action may be not as accurate as normal shooting, but it can be useful to breach some heavily guarded room or stop enemy charging at the corner for a little while. And if enemies could use this action, we would seriously consider our camping tactics, which is somewhat ridiculous in life but can be abused in the game.
- Can we make the ready weapon action separates from shooting? I know it is impossible to have mercs walking with weapon ready, but why couldn't we ready our weapons in advance if we are anticipating enemy's approaching?
- I support Bastage's MP7 proposal, I've seen this weapon in the WF5.0 mod of JA2(a rare weapon though)
- Maybe we could use SIG 552 replace the weakened Colt Commando/M4, and keep the properties. There is a good side view of it here:
http://world.guns.ru/assault/as25-e.htm
I apologize for this lengthy wish-list, but simply knowing how far we could dig into this engine is already a pleasure even if we couldn't have all these done.
Thanks Mugsy!
EDIT: I am also eager to know whether you have any plan of adding personal storage or not, there is so many items to collect and sell now, but cant take too much a time, a pity for a trading-prone player like me
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Private
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Re: "1.13" Mod - Main Thread[message #10510]
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Fri, 26 August 2005 00:36
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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the links from snap don`t seem to work for me. however i believe he made this pictures available over LOTB a time ago so i should have at least some of them
i agree that there are too many HK Guns, a third world country couldn`t afford anyhting newer than the G3 battle rifles
but for the weapon selection, we have the weapons dat. so each modmaker can modify these settings
(for instance the beta-c mag is 5.56mm*45 and not 7.62 Nato, 75 shott drums for 5.45 are extremely rare, usually the RPK-74 has a 45 shots banana-shaped clip and so on
i think i have the graphics required for such changes that can still be done once muggsy has externalized his stuff so no need to fiddle around with weapons too much
i personally would also replace the whole calico series of weapons with something else
also, a max of 3 weapons for the mp5 series is enough (mp5k, Mp5n, Mp5sd)
that`s my opinion on the weapons and such but i think i`ll do that myself using weapons.dat and the graphics that i have.
@Dark Thor: i`d rather have the sig 552 commando replacing the Mp53 because the Mp53 is not a particuliarly wide-spread, polular or special weapon, while the M4 series is wide spread and popular
i have pics for sig 550, sig 551, sig 552 commando. Sig 550 sniper pics suck though
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Sergeant Major
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Re: "1.13" Mod - Main Thread[message #10514]
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Fri, 26 August 2005 08:10
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Lochmacher |
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Messages:53
Registered:March 2005 Location: Tacoma, WA US |
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Two things:
First, the shotgun shouldn't reload in combat like other weapons (where the new "clip" replaces the old one, a tactical reload), but should just add the new shells and should take more AP to reload in combat.
Second, rooftops. I cannot stress enough my hatred of them and their bugs. Did you know that you can throw grenades through them when standing below? Unless you hit an enemy, the grenade doesn't want to stay up top, rather it plummets down onto the poor civilians below. Strangely enough, when I was lucky enough to land one on an enemy, some jumped down (very nice) and I was able to kill the rest, but then the mining corp guy below (they had to nest on the AMC building...) thought he was under attack every time(from gas above him), even when I would leave the sector and come back days later. Normally, I would say, "Just step back and snipe the buggers!", but then there's the bug where your shots don't register (shot, ricochet sound, no bullet). Of course, you can charge them, but then all 5 get interrupts with their automatics and you're toast. Can this be fixed, or is it an indelible map bug?
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Corporal
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Re: "1.13" Mod - Main Thread[message #10517]
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Fri, 26 August 2005 09:21
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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no
first you mess around with graphics, then stats, then maybe maps or faces, text data, npc scripting, tilesets...
and i have not yet come around to learning C :doctor:
btw (you guessed it) i can also offer a ja2 format pic of famae SAF (it might not be the best around though)
actually, it is in the zip i uploaded some pages earlier
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Sergeant Major
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Re: "1.13" Mod - Main Thread[message #10521]
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Fri, 26 August 2005 12:40
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Snap |
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Messages:286
Registered:September 2000 Location: USA (by way of the Old Wo... |
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About breath recovery. As I understand it, the main reason that enemies pop up right after you knock them out is not so much the roll-over bug (that too) but the timing of breath recovery. If I am not mistaken, breath is recovered for all characters - both mercs and enemies - at the end of the player turn. That means that enemies recover breath just before their turn, while mercs recover breath only after their turn is over. If you could somehow decouple player and enemy breath recovery, so that each occurs at the end of the respective turn, you would fix the problem once and for all, without the need to overpower stun grendates.
The reason that more powerful stun grenades seem to do the job is that the amount of breath recovered depends on the number of available APs, which are reduced by the grenade blast, along with breath. More powerful blast -> fewer remaining APs -> less breath recovered. This is also the reason why you have to pound the enemy already after he is knocked out, in order that he stays down: you are reducing his remaining APs. If breath recovery were implemented properly, there would be no need for that.
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Master Sergeant
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