Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » JA2 Night Ops » JA2 Night OPs Additions & Tweaks
Re: JA2 Night OPs Additions & Tweaks[message #223283] Thu, 25 June 2009 09:31 Go to previous messageGo to next message
whoami is currently offline whoami

 
Messages:73
Registered:May 2009
Location: Russia, Uljanovsk
Shanga

I managed to crash the game (either loadscreen freeze or CTD) almost in 2-3 minutes after i teleported around the map.


:doctor: Therapist answered:
Quote:
Не знаю. Я работоспособностью всех кодов не интересовался. То, чем пользовался сам, работало.
Ещё часть кодов может глючить, если разрешение больше чем 640х480, так как адаптация их фрагментов кода не проводилась.

А то, что в МАС-10 не лезут патроны, то это чьи-то кривые руки. Пускай сами у себя ошибки в ТТХ поищут.

- MAC-10 - edit your "ttx.txt"
- Alt+T - errors may be in resolutions higher than 640x480 (not tested)

[Updated on: Thu, 25 June 2009 09:39] by Moderator

Report message to a moderator

Corporal
Re: JA2 Night OPs Additions & Tweaks[message #223312] Thu, 25 June 2009 15:30 Go to previous messageGo to next message
Off_Topic is currently offline Off_Topic

 
Messages:997
Registered:January 2009
Forgot to mention, there is a forced TBC mode in N.Ops. Press "D" to enter it when there are enemy in the sector.


****

Has anyone got to use the Sandbags yet? Very handy when an air assault is imminent...

[Updated on: Thu, 25 June 2009 15:31] by Moderator

Report message to a moderator

First Sergeant

Re: JA2 Night OPs Additions & Tweaks[message #223376] Thu, 25 June 2009 20:53 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3480
Registered:January 2000
Location: Danubia

@whoami - yes I was using 800x600 and probably that's why it crashed. Game didn't freeze/crash yet on normal (without GABBI) mode, so it's all fine. I already edited ttx.txt and fixed Mac-10.

Report message to a moderator

Captain
Re: JA2 Night OPs Additions & Tweaks[message #223392] Thu, 25 June 2009 22:03 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3717
Registered:February 2006
Location: Scotland
Feckin' jeeps............... where are law's when you need em ? Very Happy
As for sandbags , nah , not yet .

Report message to a moderator

Captain

Re: JA2 Night OPs Additions & Tweaks[message #223955] Sun, 28 June 2009 13:31 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3717
Registered:February 2006
Location: Scotland
Neat feature where your merc can be blinded for a coupla turns if shot in the head , does this feature happen with enemies ? And if so can it be made so we have lines in the tactical screen , maybe 'elite soldier blinded for 1 turn'? I'd like a bit more info scrolling onscreen as to enemies disposition ( maybe tooltips gives you this ? ), health , stats etc .

Report message to a moderator

Captain

Re: JA2 Night OPs Additions & Tweaks[message #223959] Sun, 28 June 2009 13:54 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3480
Registered:January 2000
Location: Danubia
Btw, I've seen an eye icon appear on the merc pics, is that the blindness indicator? Usually happens when they caught a stun grenade with their teeth so to say.

Report message to a moderator

Captain
Re: JA2 Night OPs Additions & Tweaks[message #223960] Sun, 28 June 2009 13:57 Go to previous messageGo to next message
Logisteric

 
Messages:3199
Registered:December 2008
Location: B
yes - that's from the stoneages of ja, btw (should also trigger some 'i'm blind line' - ##_056)

Report message to a moderator

Captain
Re: JA2 Night OPs Additions & Tweaks[message #223961] Sun, 28 June 2009 14:00 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3717
Registered:February 2006
Location: Scotland
yesss , but never before when shot , or so I believe , this feature makes some sense yes ?

And , I want to know when enemy has same handicap ( cause then I'd walk up and steal his gun ) Very Happy

EDIT : and I take it there isn't a sell all option ?

[Updated on: Sun, 28 June 2009 14:01] by Moderator

Report message to a moderator

Captain

Re: JA2 Night OPs Additions & Tweaks[message #223970] Sun, 28 June 2009 14:26 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3480
Registered:January 2000
Location: Danubia
It's not, delete just clears the sector. Usefull when it's full of crap.
The ini PayInventory setting actually penalises moving weapons from inventory to hand, has nothing to do with selling.

Speaking of blindness I wonder if we can implement a LUA marker in SMP showing the soldier's state (both enemy and mercs).

Report message to a moderator

Captain
Re: JA2 Night OPs Additions & Tweaks[message #223973] Sun, 28 June 2009 14:47 Go to previous messageGo to next message
Off_Topic is currently offline Off_Topic

 
Messages:997
Registered:January 2009
lockie
yesss , but never before when shot , or so I believe , this feature makes some sense yes ?

And , I want to know when enemy has same handicap ( cause then I'd walk up and steal his gun ) Very Happy

EDIT : and I take it there isn't a sell all option ?


Yeah, if you take a shot to the head it can blind you, that Icon that appears when you throw a stun grenade says it all.

Well, when you throw a Stun Grenade at the enemy, you know they are blind for at least two turns. Stealing isn't like 1.13, you don't have a menu, you normally take just their Gun. It causes a stopwatch for a few seconds, but be patient.

About the Sell All, not sure, i know i've read about it, maybe a bad translation.

***

Has anyone just tripped over or seen an enemy fall over a "stone"? I guess it adds to the randomness of battle, running valiantly towards the enemy...only to trip over!

Report message to a moderator

First Sergeant

Re: JA2 Night OPs Additions & Tweaks[message #223975] Sun, 28 June 2009 14:52 Go to previous messageGo to next message
Logisteric

 
Messages:3199
Registered:December 2008
Location: B
didn't see it but hat that info-line when noone had yet shit his pants

Report message to a moderator

Captain
Re: JA2 Night OPs Additions & Tweaks[message #224025] Sun, 28 June 2009 23:43 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3717
Registered:February 2006
Location: Scotland
Quote:
Has anyone just tripped over or seen an enemy fall over a "stone"?


Never actually seen them , but at least 3 fall over per turn .

Report message to a moderator

Captain

Re: JA2 Night OPs Additions & Tweaks[message #224040] Mon, 29 June 2009 00:59 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3480
Registered:January 2000
Location: Danubia
In my recent battle I've actually had a laught seeing them trip over a fallen comrade's pile of poo, left strategically in the doorway where he died. And I once got a text message that "Civilian tripped and fell" or something.

Report message to a moderator

Captain
Re: JA2 Night OPs Additions & Tweaks[message #224041] Mon, 29 June 2009 01:01 Go to previous messageGo to next message
Gorro der Grüne is currently offline Gorro der Grüne

 
Messages:1448
Registered:March 2009
Location: Broadwurschd-City
Civilian tripped and fell

I have this in next to every sector

Report message to a moderator

Sergeant Major
Re: JA2 Night OPs Additions & Tweaks[message #224675] Wed, 01 July 2009 20:08 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3480
Registered:January 2000
Location: Danubia
If the hold Alt, it will put a high bag (covers for the neck).

Enemies and civs can be drunk.

Sometimes Gromov (supposedly) can not found anywhere . In this case, it most likely is in the middle sector Drassen in the southernmost corner room hotel in the center of the sector.

Report message to a moderator

Captain
Re: JA2 Night OPs Additions & Tweaks[message #224679] Wed, 01 July 2009 20:20 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3480
Registered:January 2000
Location: Danubia
- A dependence of the helicopter flight range to the load of passengers.
- For all the checkpoints, you can train militia.
- Grenades delayed by 1 turn. Platoon or discharged Alt + U. (? i want to test this!)
- The probability of critical hits (headshot 80%, 10% torso, legs 5%).
- Wear color. Jackets and ponozham can assign a color, affecting the appearance of the characters. ( so it's not only cammo that changes your color... anyone found different coloured gear?)
- Automatic filling canteens 4 times a day. Reduction in water flow in use.
- You can attach two magazines together using tape (?? need to test!!)
- Mine detector works from pocket (?? again test!!)
- Stuff used from pockets (helmet/chest/legs) doesnt cost AP to equip (?? test!!)

Report message to a moderator

Captain
Re: JA2 Night OPs Additions & Tweaks[message #225033] Fri, 03 July 2009 01:33 Go to previous messageGo to next message
Off_Topic is currently offline Off_Topic

 
Messages:997
Registered:January 2009
Know what i saw happen at Drassen Sam Site for the first time?

A mine Nails placed strategically was set off by a Blackshirt!

Couldn't believe it, 10 years playing on and off and thats the first time my plan came together involving a Land Mine used to warn/shore up a weak spot.

[Updated on: Fri, 03 July 2009 01:36] by Moderator

Report message to a moderator

First Sergeant

Re: JA2 Night OPs Additions & Tweaks[message #225035] Fri, 03 July 2009 01:40 Go to previous messageGo to next message
Gorro der Grüne is currently offline Gorro der Grüne

 
Messages:1448
Registered:March 2009
Location: Broadwurschd-City
Mines worked fron the very beginning (at least with a German JA)

Report message to a moderator

Sergeant Major
Re: JA2 Night OPs Additions & Tweaks[message #225037] Fri, 03 July 2009 01:43 Go to previous messageGo to next message
Off_Topic is currently offline Off_Topic

 
Messages:997
Registered:January 2009
Really?

Don't know, never seemed to work properly in JA, i guess i stopped using them after seeing countless enemy soldiers walk over them, maybe it was fixed.

Report message to a moderator

First Sergeant

Re: JA2 Night OPs Additions & Tweaks[message #226948] Mon, 13 July 2009 00:58 Go to previous messageGo to next message
profound is currently offline profound

 
Messages:64
Registered:October 2004
Location: Lithuania
Soldiers(militia, enemies) and civs fall on the ground because they are drunk.

I had one battle where one of my elite militia could get only few tiles and then fall down - again and again :uhh: She never reached the playground.
I'm not saying that this is not a fun idea as it is, but as an implemented JA2 feature is quite an exaggeration, I'd say.

Report message to a moderator

Corporal
Re: JA2 Night OPs Additions & Tweaks[message #226976] Mon, 13 July 2009 09:26 Go to previous message
lockie is currently offline lockie

 
Messages:3717
Registered:February 2006
Location: Scotland
Quote:
Soldiers(militia, enemies) and civs fall on the ground because they are drunk.


Really ? Doesn't stop them shooting like olympic gold medalists then Smile

Report message to a moderator

Captain

Previous Topic: Night Ops tipps, tricks & spoilers
Next Topic: Night ops features for 1.13
Goto Forum:
  


Current Time: Fri Jan 17 22:20:43 GMT+2 2025

Total time taken to generate the page: 0.01572 seconds