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Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230597] Fri, 07 August 2009 20:08 Go to previous messageGo to next message
Jens is currently offline Jens

 
Messages:12
Registered:August 2009
Location: Germany
The only thing that went wrong is that 417 takes 7.62 by nature but does take 5.56 in game, though the correct caliber is named in bobby rays.

and to the c-mags:

http://world.guns.ru/assault/as89-e.htm

But as you can read there they're all 7.62

...and as you can see also is the 417 20" w/ Sniper scope ^^ (which is the only one there that actually uses the "classic" magazines constructed in form of a cuboid just as we know it from the game

phew..

maybe I'll shut up next time ;

[Updated on: Fri, 07 August 2009 20:18] by Moderator

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Private
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230606] Sat, 08 August 2009 01:34 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Hmmm... just ordered an Hk417 and all conversion kits from BR to try this out. Everything works fine, the HK417 takes 7.62, as it should be.

I really don't get, what you want to say...

Anyways, the problem with the sniper scopes on them is, that you'll only get 4 aiming circles out of a sniper scope attached to an assault rifle, if I remember correctly. I'll change the HK417 20" to take the sniper scope for testing purposes (and there might be problems, if you convert the 20" back to other barrel lengths when a sniper scope is mounted. I'll try what happens... if the 16" will still have the sniper scope, I'll change it back, as this would really be an inappropriate exploit).


Edit:

Ugh.... it's even worse than a possible exploit... had a game crash, but not of the "to desktop" kind, but rather a complete reboot one. So, question is, whether to keep it and have the risk of crashing when trying to change barrels when that sniper scope is mounted, or remove it from the attachment list again.


Also changed the values on the 60mm illumination shell, as it's light radius and brightness was pretty pathetic. This one now works very well.


Edit:
Figured out, what I disliked about the L86A2 that is in DBB mod. I really didn't like the colouring. I changed that to look more like the L85 and will now add it to the gun selection with 42rnd capacity (so that those mags are not only for the AUG HBAR Wink ).

[Updated on: Sat, 08 August 2009 02:41] by Moderator

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230608] Sat, 08 August 2009 02:30 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
Remove it, methinks. The HK417 is one of just very few ARs that take the biggest Aiming Module, so it's already superior to other guns.

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Sergeant Major
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230610] Sat, 08 August 2009 02:42 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Yeah, I think that's probably the best I can do. If anyone wants to change it, they'll have to re-change that themselves.

[Updated on: Sat, 08 August 2009 02:42] by Moderator

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230666] Sun, 09 August 2009 16:31 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
ya hafta stop putting stuff into the mod , I'm spending waaay too much time in Bobby Rays window shopping Very Happy

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Captain

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230745] Mon, 10 August 2009 15:19 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Scheinworld provided three pics for me, which are needed to make a Flarebomb (basically a variant of the Molotov Cocktail, using an Emergency Flare instead of a rag. It has decreased duration, but increased area of effect and needs duct tape either attached to an alcohol-oil mix or the flare).

I might upload an update today, not sure yet...


Edit:

On popular demand, I added the Barrett M82A1M.

[Updated on: Mon, 10 August 2009 19:08] by Moderator

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230759] Mon, 10 August 2009 20:11 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Just uploaded V33 .


Have fun. :happybear:

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230762] Mon, 10 August 2009 21:16 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
Thankyou................ Smile

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Captain

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230769] Mon, 10 August 2009 23:04 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
I've been thinking about the gas masks lately. I think a nice twist would be the following:

I'll add another gas mask, and change around the stats slightly. There'll be the following soon:

- the regular gas mask (the old JA2 one, that has been around forever), no vision bonus, but can be worn with NVG or sun goggles.

- the S10 gas mask with limited night vision, but can't be worn with sun goggles or NVG.

- a new XM50 gas mask with limited day vision, but can't be worn with sun goggles or NVG.

I will also slightly up the sight bonus for the sun goggles, to compensate for the bonus offered by the XM50. So basically you can now wear a headset with either the S10 or the XM40, but no NVG/SG. The regular Gasmask can be worn with both, Headset or NVG/SG (which translates into better sight range but no hearing bonus or vice versa).

I'm pretty fed up with those dudes who stand like 20 tiles away and pinpoint throw mustard gas on your mercs. So the new stuff would be a compromise between vision and gas mask, without completely abandoning the vision bonus. And if you want really good night vision sight bonus, you'll most likely have to do with out those. And of course I'll also adjust the prices accordingly.


And I'm also looking for a pic for an aiming module//headgear subsystem (something similiar to the one tested in the Future Warrior program... google it up, such things exist...), as an additional day light sight, which will provide a smaller sight range bonus than sun goggles, but will give a bonus to the chance to hit or something like that. Maybe if I'm lazy, I'll use the pic of the robot remote control until I get a better pic (or even better, maybe someone has a good pic of such a thing...). I just can't find one, that could easily be converted into an sti. Sad

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230774] Mon, 10 August 2009 23:28 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
Quote:
And I'm also looking for a pic for an aiming module//headgear subsystem (something similiar to the one tested in the Future Warrior program...


Have you looked at Legion 2 NVG masks ? Excellent full face masks ON YOUR PORTRAIT !! ( well , not yours , but all the other mercs in your team )there's 3 types to wear , why can't we do this ?

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Captain

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230778] Mon, 10 August 2009 23:43 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Huh?

Can you provide some kind of screen shot and//or additional information?



Edit:

Here the big pic of the XM50 I made. Glass is real tough to make... but I think it looks alright.

http://img11.imageshack.us/img11/1619/xm50.png


Edit:
Just finished updating L1 and L2. be prepared to find a nasty surprise in L1 (Deidrana got some help from a bunch of well trained freelance contractors Wink ).

[Updated on: Tue, 11 August 2009 03:42] by Moderator

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230790] Tue, 11 August 2009 04:03 Go to previous messageGo to next message
waldtroll

 
Messages:31
Registered:February 2007
Location: Berlin, Germany
Well, I playd this for a while and had some Ideas.

These are suggestions I would like to make.
1. Small changes
- The Black Wool Cap could provide a little stealth Bonus
- Forgrips may give a small Bonus on ready time
- The SAW Harness has Pockets for rifle Magazines, but why should my Machinegunner need rifle magazines? I suggest to change the AR-Rifle pockets to something more useful and prehaps change the utility pocket to a second Ammo Belt Pocket. This Way the difference between the SAW Harness and the LBE-Gear-SAW would be more significant.

2. Armor
- The Recon Armor (these you get with the reacon kits) should imho have less penaltys than the unpatched (e.g. a kevlar vest has a negative to hit penalty the recon kevlar vest should have no etc.)
The recon armor is supposed to be more comfortable than unmodified Armor.
Well, I would like to see the possibility to have Armor that has no or very little negative penalties for the cost of less protection.

- Somethin should be made withe the ghilie suit, in the moment these stuff is quite useless.
1. Helcamo MK.3 has nearly the same camonflage bonus as the ghilie hat but no penalty.
2. There is no reason NOT to wear ghuile pants

My suggestion is to make the the ghilie suite an armor instead of an attachment, which has no penalties but offers no significant protection.
A complete Ghilie suit should provide 100%woodland camonflage and prehaps also 100% desert camonflage, I am going to test this in game.

3. New Stuff
- I suggest a face mask like the one this guy wears
http://www.swat-einsatz-team.de/assets/images/beruf.jpg
It could be worn alone or be attached to other headgear and provide a stealth bonus.

- Stuff like this
http://ecx.images-amazon.com/images/I/51UPu5%2Ba-9L._SL500_AA280_.jpg
http://www.military-supplies.co.uk/images/uploads/Eyewear/desertlocust/desertlocust6.jpg
Something like advanced sunglasses

- Did you think of a special LBE Pocket for Gas Masks? Don't know if this makes sense.

Well, thats what I came up with at the moment, now I stop talking and go back playing your mod.





[Updated on: Tue, 11 August 2009 04:04] by Moderator

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Private 1st Class
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230795] Tue, 11 August 2009 05:07 Go to previous messageGo to next message
Scheinworld is currently offline Scheinworld

 
Messages:961
Registered:December 2007
Location: Baltic Sea, Germany
Hallo smeagol,

smeagol
Scheinworld provided three pics for me, which are needed to make a Flarebomb (basically a variant of the Molotov Cocktail, using an Emergency Flare instead of a rag. It has decreased duration, but increased area of effect and needs duct tape either attached to an alcohol-oil mix or the flare).


Glad you found a usage for it in your "Alpha Item Mod". Smile The credit for the pics goes to calu. In my opinion one of the most talented .sti artists in the Bear's Pit, but unfortunately it seems that he has been retired from JA2 modding? I, for one haven't seen him here for a long time.

Have fun and further success with your current project!


Best regards; Schein

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First Sergeant

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230802] Tue, 11 August 2009 09:14 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
Quote:
Huh?

Can you provide some kind of screen shot and//or additional information?

I'll do so tonight ,cannot believe that you guys in general haven't seen these , really , they are so cool !

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Captain

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230815] Tue, 11 August 2009 13:01 Go to previous messageGo to next message
Hairysteed is currently offline Hairysteed

 
Messages:193
Registered:December 2007
Location: Finland
Has anyone suggested an iPod - same as a walkman, but fits in a tiny pocket. Could be plugged into (merged with) an extended ear.

Mustard gas boobytraps could be useful too

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Staff Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230820] Tue, 11 August 2009 14:24 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Waldtroll
Well, I playd this for a while and had some Ideas.


Hehehe... some ideas... okay, let's see.

Waldtroll
These are suggestions I would like to make.
1. Small changes
- The Black Wool Cap could provide a little stealth Bonus
- Forgrips may give a small Bonus on ready time
- The SAW Harness has Pockets for rifle Magazines, but why should my Machinegunner need rifle magazines? I suggest to change the AR-Rifle pockets to something more useful and prehaps change the utility pocket to a second Ammo Belt Pocket. This Way the difference between the SAW Harness and the LBE-Gear-SAW would be more significant.


Last time I checked, that Black Cap already gave a stealth bonus.

Hmm..., I might change Foregrips a little bit. Maybe a add a penalty for prone shooting as well.

Agreed on the SAW Harness. I added the rifle mag pockets mostly to make them compareable to the other vests, but as I started to step away a little from my initial design (as you may have noticed, most vests folow a certain pattern how the pockets are arranged) with some of the newer vests, it might be appropriate to change the SAW harness back to two ammo belts and no rifle mag pockets.

Waldtroll
2. Armor
- The Recon Armor (these you get with the reacon kits) should imho have less penaltys than the unpatched (e.g. a kevlar vest has a negative to hit penalty the recon kevlar vest should have no etc.)
The recon armor is supposed to be more comfortable than unmodified Armor.
Well, I would like to see the possibility to have Armor that has no or very little negative penalties for the cost of less protection.


Haven't spent too many thought on changing and balancing armour. But I think I'll revisit them. I think that is a good point.

Waldtroll

- Somethin should be made withe the ghilie suit, in the moment these stuff is quite useless.
1. Helcamo MK.3 has nearly the same camonflage bonus as the ghilie hat but no penalty.
2. There is no reason NOT to wear ghuile pants

My suggestion is to make the the ghilie suite an armor instead of an attachment, which has no penalties but offers no significant protection.
A complete Ghilie suit should provide 100%woodland camonflage and prehaps also 100% desert camonflage, I am going to test this in game.


Yeah, the Ghillie suit is pretty much useless at the moment. Maybe I should add a stealth bonus instead of the desert camo bonus (and then make a desert ghillie... but there are only very few desert maps at the moment, so I doubt the usefullness of such a thing).

I don't think that making the Ghillie suit an armour would be such a good idea.

The reason NOT to wear Ghillie pants is heavy weight. Wink

Waldtroll
3. New Stuff
- I suggest a face mask like the one this guy wears


Hmmm.... maybe I'll add that Balaklava, don't now yet.




Waldtroll
Something like advanced sunglasses


At the moment I'm trying the approach with the revised gasmasks, so far this seems to work. But I might consider adding additional sun goggles.

Waldtroll
- Did you think of a special LBE Pocket for Gas Masks? Don't know if this makes sense.


I usually use the medium general pocket in the vest to store the gasmask. I don't think that a special gasmask pocket is needed that badly (and if I made one, I'll have to rework the LBE items once again... but I wouldn't completely outrule such a thing either).

Waldtroll
Well, thats what I came up with at the moment, now I stop talking and go back playing your mod.


Feedback like this is always appreciated. Let's see if you find more. :happybear:



lockie
I'll do so tonight ,cannot believe that you guys in general haven't seen these , really , they are so cool !


Haven't had time to look into other mods. I'm quite busy working on my maps and the item mod. So if in any mod are other items one of you wants to see, the best bet is to provide pics and information on the item.

Hairysteed
Has anyone suggested an iPod - same as a walkman, but fits in a tiny pocket. Could be plugged into (merged with) an extended ear.

Mustard gas boobytraps could be useful too



That iPod sounds like a not so great idea to me... what exactly would be the effect to merge it with a headset? As far as I know, the walkman tag in the XML file deafens a merc, so additional hearing range wouldn't be usefull anymore.

Mustard gas boody traps... hmm. interesting idea. I could make one of these (similiar to the Flashbang mine, then those bubblegums would be even more useful. Don't ask me, why I chose bubble gum for the merges... I know it doesn't make that much sense to create a boobytrap out of a pack of bubble gum and a grenade. But it works in game terms and that's fine with me).

On a side note on mustard gas//tear gas. It's been quite annoying that 90% of the enemies wear gasmasks, making gas quite useless. I changed the enemyitem choices concerning gasmasks slightly, so that there is now a slightly higher chance, that enemies won't have a gasmask. In the few maps I tested so far this seemed to work alright. Some still have gasmasks, but not in the ridiculous amounts it was before.


Edit:
Finally changed Royal Jelly to Compound 20. Added a new pic for that (replacing blue with green) and added new pics for coated SWAT armour, as well.
I'm not sure yet, if I want the C-20 armour pieces unrepairable or not (but with a higher base armour value... it could be quite annoying to dump 5k bucks on a bottle of C-20 and then not be able to repair the armor). Anyways, I need to make changes to most of the coated stuff anyways, so there is still quite a lot of work to do... I'll give it some thought.
Maybe it's possible to add a merge that repairs the armour with more compound (though i think i should lower prices for the items then...).

[Updated on: Tue, 11 August 2009 15:38] by Moderator

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230840] Tue, 11 August 2009 21:40 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Almost finished reworking all armour stats.

Basic concept (changed values always compared to regular armour of the same type):

C-18 adds +3 protection, some weight and a -1 penalty to either aimed shot or APs, depending on item

C-20 adds +9 protection, slightly reduces weight, has the same penalties as the original armour and will be unrepairable (though I hope that a merge with combine function will work to "repair" armor with the help of more C-20... don't know if this works out...)

Recon Kits reduce protection by 2, reduce penalty for AP//aimed shot, has a woodland camo bonus (works only on Kevlar, Twaron and Guardian equipment).

Field Ops adds +3 protection, a -1 penalty to either aimed shot or APs, is considerably more heavy than regular armour and has a bigger camo bonus than recon (works on Kevlar, Twaron, Dyneema, Spectra and guardian equipment)

Stealth Ops adds - 3 protection compared to regular Kevlar, has no penalties and adds a stealth bonus (only works on Kevlar equipment)



Armour values by material:

Helmets will have -2 and leggings -1 protection compared to a vest of the same material.


Clothing 1-5
Sturdy Clothing 6-10 (like Uniforms, Leather Jacket, etc...)
Flak Jacket 20 (Steel and Camo Steel helmet have 18)
Field Uniform 20 (has an added Camo Bonus and better coverage compared to Flak Jacket, can't be treated)
Leather&Kevlar 23
Zylon Uniform 24 (can't be treated)
Kevlar Vest 25
Twaron Vest 27
SWAT Vest 28 (all pieces have same protection value)
Dyneema Vest 29
Guardian Vest 30
Spectra Vest 32
KAZAK-6 45 (can't be treated)
Dragon Skin 50 (can't be treated, can be merged with Uniform jackets)
EOD 62 (leggings 60, helmet 50, can't be treated)


Edit:
Also reduced weight on most vests and especially the leggings to a more reasonable level.


Edit 2:
Ugh.... fixing those armour items is really boring work... especially, since I wanted to rework their names as well (and even more frustrating, I'll have to do it in two languages *argh*). So instead of treated and coated, the armour pieces are now named C-18//C-20 behind their armour names (example: Treated Field Ops Kevlar Vest is now Kevlar Vest Field Ops C-18. I hope this makes sorting these things in the sector inventory a bit more comfortable).

I'll also have to change description texts for most armour items, as they are now no longer treated with queens jelly. And I also want to get rid of wrong description texts regarding some of the field ops armors (which still have attachable items listed, which of course hasn't been possible since one of the latest versions).

Once I'm done with that, I'll try if the repair through merge thing works for the C-20 armours.

[Updated on: Wed, 12 August 2009 00:57] by Moderator

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230850] Tue, 11 August 2009 23:14 Go to previous messageGo to next message
Forral is currently offline Forral

 
Messages:71
Registered:May 2009
Location: Sweden
It looks like some the of armour has had quite tremendous changes done to them; looking at for example the field uniform and Zylon.

Will these changes also be joined by Coolness level adjustments, and EnemyItemChoices modifications?

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Corporal
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230852] Tue, 11 August 2009 23:31 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Yeah, I think I'll also adjust coolness levels slightly. Still have about 50 more armours to rename though (especially sucky, because my XML editor slows down considerably when I do lots of changes at once, so I have to restart the programme from time to time).

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230853] Tue, 11 August 2009 23:56 Go to previous messageGo to next message
Forral is currently offline Forral

 
Messages:71
Registered:May 2009
Location: Sweden
Mine does the same, at least in regards to the time it takes to save my changes. It seems to increase considerably as I move along and do more things in a single go. I did a bunch of armour changes myself in the older version of the mod, akin to what you've done here, but following a different approach. I had a little temper tamtrum on the save times though, because I tend to keep saving repeatedly after every few little changes.

Your setup looks a lot better than mine though, because I forgot to properly change weights and penalties, so my armours were completely messed up in the end. I'm a bit of a noob, yeah. Very Happy

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Corporal
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230855] Wed, 12 August 2009 00:07 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Just finished renaming the stuff.

Also decreased coolness on Zylon and Field Uniform (and also lowered their prices a bit).

I skip editing the description texts for now, but I'll do that later on... I'll now test the C-20 merge thing. Stay tuned. Wink


I think I'll also add the Kazak Body Armour, I got the pic lying around and now that I revamped all armours, it might be neat to close some gaps (and now that I know, how to replace colours with photoshop, making a C-18/C-20 version isn't that difficult).



Edit:
Wohooo... repairing armour with C-20 works perfectly. Nice, nice, nice. :happybear:

Now all I need is a decent price for it. I think 2500$ for one can should be enough (and I'll lower C-18's price to 1.5k I think).


Edit2:

Also updated the merge list in the first post. I have added a date tag at the beginning of the merge list so that you can see, when I have made the last update to the list.

Edit3:

Added KAZAK-6 body armour. It's values compare to Dragonskin, but are a little bit worse. So it basically closes the gap between Spectra and Dragonskin.

Edit4:
Added draw cost bonus to foregrips (10 for regular foregrip, 5 for griplight and grippod), but also a penalty for shooting prone (only -2 and only on the regular foregrip/grip light)
Also added a small draw cost penalty to the heavy laser sights (Rifle LAM, Rifle LAM&Flashlight, Corsak and the appropriate aiming modules). I might do the same with scopes, so if you overload your gun with attachments, draw cost penalties could add up to actually matter (the modifications for the LAMs are only -5 at the moment, I don't think that this will have a significant effect...).

Added Stealth bonus to the ghillie suit. If you wear a complete ghillie suit, you'll now get +90 woodland camo and +90 stealth. Increased the weight of the ghillie a little bit.

Changed pockets of the SAW harness. This one now has two ammo belt pockets, no more rifle mag pockets. And replaced two grenade pockets with pockets for large grenades.

[Updated on: Wed, 12 August 2009 01:45] by Moderator

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230863] Wed, 12 August 2009 03:24 Go to previous messageGo to next message
Mauser is currently offline Mauser

 
Messages:756
Registered:August 2006
Location: Bavaria - Germany
Quote:
Edit:
Wohooo... repairing armour with C-20 works perfectly. Nice, nice, nice.

Now all I need is a decent price for it. I think 2500$ for one can should be enough (and I'll lower C-18's price to 1.5k I think).


great news smeagol! i wanted an armor repair compound for years now! this is another step in the direction to more realistic armor simulation. will you make all armors repairable with C-20 or only the treated ones? and will you probably make all armors ONLY repairable through C-20? because that

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First Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230868] Wed, 12 August 2009 05:58 Go to previous messageGo to next message
Dummvogel is currently offline Dummvogel

 
Messages:5
Registered:February 2007
Location: Stade or Wolfenb

Sticking Duct Tape on the Corsak-Laser merges it to a modified Laser/Kobra-Combo instead of a modified Corsak-Laser.

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Private
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230878] Wed, 12 August 2009 08:30 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Dummvogel
Sticking Duct Tape on the Corsak-Laser merges it to a modified Laser/Kobra-Combo instead of a modified Corsak-Laser.


Oh.... that's not good. I'll fix that. Thanks for reporting. Smile

Mauser

great news smeagol! i wanted an armor repair compound for years now! this is another step in the direction to more realistic armor simulation. will you make all armors repairable with C-20 or only the treated ones? and will you probably make all armors ONLY repairable through C-20? because that

[Updated on: Wed, 12 August 2009 10:42] by Moderator

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230895] Wed, 12 August 2009 13:34 Go to previous messageGo to next message
waldtroll

 
Messages:31
Registered:February 2007
Location: Berlin, Germany
Here I am again Very Happy
Well, this is just great!







smeagol

Yeah, the Ghillie suit is pretty much useless at the moment. Maybe I should add a stealth bonus instead of the desert camo bonus (and then make a desert ghillie... but there are only very few desert maps at the moment, so I doubt the usefullness of such a thing).


My intention was that a ghillie suit could be modified with plants and stuff of the terrain, so it would be more flexible when other "simple" camouflage.
However as I tested it a combined camo dosn't seem to work good.

Well I had another Idea which may be interesting.
1. The Ghillie suit has no camo bonus at all (prehaps a stealth bonus)
2. There are special Ghillie camo patches you can attach to your Ghillie suit which provide the camo bonus.
- This way may lonely recons and sniper could have different camo patches in the inventory and change it according to the terrain.

smeagol

I don't think that making the Ghillie suit an armour would be such a good idea.


Well my points would be
1. You should be able to use a Ghillie suit without other armor. As it is in the moment you HAVE to wear a Kevlar vest to use a ghillie suit. That seems a bit wired to me.
2. I think it's nice to see the ghillie suit in the inventory as it is quite cool and you can see with one look which mercs are wearing ghilies and which normal armor.

smeagol

The reason NOT to wear Ghillie pants is heavy weight. Wink


Oh, I forget about that.
by the way as I thought about it I would give the ghillie suit no penaltys.
My thought about this is that the G-suit has no hard parts like an armor vest that constrict movement. Well it's probably quite hot to wear such a thing, but I think that is best simulated by the weight.
Also I think the ghillie suit is not overpowered especially if it would become an armor itself (sorry I still like the Idea)

By the way what is your intention to give the G-suit only 90% camo bonus? IMHO someonein a G-suit is perfectly camouflaged withaout the need of other equipment. Note that most stuff like LBE gear etc. would probably be UNDER the Ghuili suit.

smeagol

I don't think that a special gasmask pocket is needed that badly


You are right that was a bad idea. As I thought about it gas mask bags are basicly just... bags.


Did you had a look at the penalty of helmets? I think most helmets have the same penalty though I think a modern helmet might be more comfortable to wear than a ww2 steel helmet.
It would also be nice not to have THE best helmet but some options like helmets with good protection but more penalty and thouse withh little protection and no penaltys and something between.

Ah, and one last thing I noticed
As i played around with a too man Sniper Spotter team I noticed that my sniper (Scope) with a long range sniper rifle with Sniper scope and Ballistic Computer has far far far more spotting range than my Spotter (Sidney) with the Spotting scope. As the Spotting scope is a quite special object (needs a big Pocket, so you wont give everybody on) I would suggest enlarge it`s spotting range to the same ore a bit more than a fully fitted sniper rifle. Otherwise it is quite pointless to have a spotter and not just a second Sniper.

[Updated on: Wed, 12 August 2009 13:36] by Moderator

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Private 1st Class
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230897] Wed, 12 August 2009 13:50 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
smeagol
Added draw cost bonus to foregrips (10 for regular foregrip, 5 for griplight and grippod), but also a penalty for shooting prone (only -2 and only on the regular foregrip/grip light)
Also added a small draw cost penalty to the heavy laser sights (Rifle LAM, Rifle LAM&Flashlight, Corsak and the appropriate aiming modules). I might do the same with scopes, so if you overload your gun with attachments, draw cost penalties could add up to actually matter (the modifications for the LAMs are only -5 at the moment, I don't think that this will have a significant effect...).

Add Bipod on the last list, i'd suggest.

Quote:
Added Stealth bonus to the ghillie suit. If you wear a complete ghillie suit, you'll now get +90 woodland camo and +90 stealth. Increased the weight of the ghillie a little bit.

This might be a bit unrealistic. IMHO a Ghillie makes stealthy movement more diffucult (especially in the dense vegetation of most of your maps).

Quote:
Changed pockets of the SAW harness. This one now has two ammo belt pockets, no more rifle mag pockets. And replaced two grenade pockets with pockets for large grenades.

I tink that two ammo belts in a single vest is "overdressed".
(Despite any weight restrictions i could carry two ammo belts in the vest, another two in according leg rigs and still add more of them in larger combat- and back packs.)

BTW: did you made one of your small daypacks with an ammo belt pocket in it as addition to those special ones for snipers, heavy weapons etc.? Some kind of "SAW daypack"?
If not, this might be a versatile addition, don't ya think?

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Sergeant Major
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230898] Wed, 12 August 2009 13:51 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Waldtroll

Ah, and one last thing I noticed
As i played around with a too man Sniper Spotter team I noticed that my sniper (Scope) with a long range sniper rifle with Sniper scope and Ballistic Computer has far far far more spotting range than my Spotter (Sidney) with the Spotting scope. As the Spotting scope is a quite special object (needs a big Pocket, so you wont give everybody on) I would suggest enlarge it`s spotting range to the same ore a bit more than a fully fitted sniper rifle. Otherwise it is quite pointless to have a spotter and not just a second Sniper.


I'll comment on the other things later on, but let me cover this right now (I have to watch my food cooking simultanuosly, thus only time for a short answer ^^):

I would, if I could. There is a cap on sight range that can be set with the XML editor. The spotting scope already uses maximum values, if I remember correctly (set to 100 for general sight range bonus and daylight).

The heavy sniper rifles can use two attachments with sight range bonus (sniper scope and ballistic computer), thus effectively doubling up the sight range bonus.

Now that I think about it, what might help, is making an additional attachment for the spotting scope.

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230903] Wed, 12 August 2009 14:11 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
Smeagol, don't be too fast with those armor thingies. Smile

Wouldn't it be easier (in creating for you) and more clearly laid out for the player in the following way:
- C18 is refillable (like bottles) and is required for making and repairing C18-armor pieces.
- same with C-20.
- regular armor pieces can be repaired by merging them with an 'armor repair kit'.

This armor repair kit would then be a new item to be created (by you Very Happy ). This kit would represent a sewing kit complemented with several patches of kevlar etc.
This kit must be refillable like med-kits (it IMHO might even look similar) and repairing regular armor means merging armor with the kit resulting in the same armor being in better shape.

What do you think?

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Sergeant Major
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230904] Wed, 12 August 2009 14:14 Go to previous messageGo to next message
Friendly Fire is currently offline Friendly Fire

 
Messages:74
Registered:January 2006
Thank you Smeagol, I really appreciate the redesigned maps, they show the attention you pay to the details that make a huge diference.
But I have a problem with the weapons, how am I supposed to reload a gun that demands 30+ action points ?
My exe is "JA2_with_EDB_2088.exe" and I have 25 AP's maximum.

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Corporal
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230905] Wed, 12 August 2009 14:23 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
Friendly Fire
Thank you Smeagol, I really appreciate the redesigned maps, they show the attention you pay to the details that make a huge diference.
But I have a problem with the weapons, how am I supposed to reload a gun that demands 30+ action points ?
My exe is "JA2_with_EDB_2088.exe" and I have 25 AP's maximum.


This MOD is for 100-AP *only*!
In order to play this MOD you'll have to get yourself a version that contains the 100-AP-System.

@Smeagol: maybe you should add a line mentioning this fact (or providing an 'at-least-version-number') in the starting post, readmes etc.

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Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230906] Wed, 12 August 2009 14:26 Go to previous messageGo to next message
waldtroll

 
Messages:31
Registered:February 2007
Location: Berlin, Germany
smeagol

Now that I think about it, what might help, is making an additional attachment for the spotting scope.


It could be standard and not dismountable, seems like a good workaround.


As I am in Snipers now, I wondered a bit that non of the High Precision Rifles features Flash hider and/ore Supressor compatibility.
I made a bit research and found out that at least for the DSR-1 and the AI-AWM Supressors are avilable

here's the DSR-1
http://www.dsr-nr-1.de/pics/dsr1_tactical_semi.gif
http://www.dsr-nr-1.de/index.php?option=com_content&task=view&id=8&Itemid=11

AI-Website
http://www.accuracyinternational.com/accessories_list.php#8
Harder to see as the DSR website but under "BARRELS, MUZZLE BRAKES & SUPPRESSORS" you can finde
"5620 SUPPRESSOR ASSY - TACTICAL (SHORT) .300 Win Mag, AW .338 Lapua Mag"
So a .338 Lapua Suppressor seems to be available.


And when we are into Sniper Rifles did you think of one of these Night vision adapters you can mount in front of your sniper scope? I would love to see on of them, could be mountable on Sniper Rifles (you need a long Rail) And compatible with Sniper (and other) Scopes.
Would provide a Night vision Bonus so that Sniper Rifles could take advantage of their range at night.



[Updated on: Wed, 12 August 2009 14:26] by Moderator

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Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230907] Wed, 12 August 2009 14:26 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Sam_Hotte
Smeagol, don't be too fast with those armor thingies. Smile

Wouldn't it be easier (in creating for you) and more clearly laid out for the player in the following way:
- C18 is refillable (like bottles) and is required for making and repairing C18-armor pieces.
- same with C-20.
- regular armor pieces can be repaired by merging them with an 'armor repair kit'.

This armor repair kit would then be a new item to be created (by you Very Happy ). This kit would represent a sewing kit complemented with several patches of kevlar etc.
This kit must be refillable like med-kits (it IMHO might even look similar) and repairing regular armor means merging armor with the kit resulting in the same armor being in better shape.

What do you think?


In fact, as it works out, you can use C-18 just the same as a "first-aid kit" for armours as it is now, that is, you won't need a complete bottle of C-18 to repair a damaged armour, but instead use up only as much as is needed. I think that's pretty neat (and besides, I've already spent the whole morning to make these changes Wink ).

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230911] Wed, 12 August 2009 14:31 Go to previous messageGo to next message
Friendly Fire is currently offline Friendly Fire

 
Messages:74
Registered:January 2006
I suspected that and edited manually the xml, that means I wont take anymore items updates, only the maps.
I am happy with my exe.
"If it is not broken, don't fix it."

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Corporal
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230912] Wed, 12 August 2009 14:36 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
Waldtroll
By the way what is your intention to give the G-suit only 90% camo bonus? IMHO someonein a G-suit is perfectly camouflaged withaout the need of other equipment. Note that most stuff like LBE gear etc. would probably be UNDER the Ghuili suit.

But in the game it's the other way round: LBE vest is worn over armor vest. Period. Wink
Thus any camo value of any armor vest is void because its strictly overruled by each and every LBE vest.
Therefore the G-suit is an attachment to the armor because attachment's camo value is added to LBE vest's in the game.
(This is however until the camo system might be reworked in code in the future ... :type: Cool)

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Sergeant Major
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230913] Wed, 12 August 2009 14:37 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Friendly Fire
I suspected that and edited manually the xml, that means I wont take anymore items updates, only the maps.
I am happy with my exe.
"If it is not broken, don't fix it."


That's a pitty, as you will miss the updated armour system.

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230915] Wed, 12 August 2009 14:46 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
smeagol
Sam_Hotte
Smeagol, don't be too fast with those armor thingies. Smile

Wouldn't it be easier (in creating for you) and more clearly laid out for the player in the following way:
- C18 is refillable (like bottles) and is required for making and repairing C18-armor pieces.
- same with C-20.
- regular armor pieces can be repaired by merging them with an 'armor repair kit'.

This armor repair kit would then be a new item to be created (by you Very Happy ). This kit would represent a sewing kit complemented with several patches of kevlar etc.
This kit must be refillable like med-kits (it IMHO might even look similar) and repairing regular armor means merging armor with the kit resulting in the same armor being in better shape.

What do you think?


In fact, as it works out, you can use C-18 just the same as a "first-aid kit" for armours as it is now, that is, you won't need a complete bottle of C-18 to repair a damaged armour, but instead use up only as much as is needed. I think that's pretty neat (and besides, I've already spent the whole morning to make these changes Wink ).


Ok, if it's already done, i'll withdraw my suggestion on this ... Wink

Man, this guy is fast working! Smile thumbs up!

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Sergeant Major
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230916] Wed, 12 August 2009 14:47 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Sam_Hotte
Waldtroll
By the way what is your intention to give the G-suit only 90% camo bonus? IMHO someonein a G-suit is perfectly camouflaged withaout the need of other equipment. Note that most stuff like LBE gear etc. would probably be UNDER the Ghuili suit.

But in the game it's the other way round: LBE vest is worn over armor vest. Period. Wink
Thus any camo value of any armor vest is void because its strictly overruled by each and every LBE vest.
Therefore the G-suit is an attachment to the armor because attachment's camo value is added to LBE vest's in the game.
(This is however until the camo system might be reworked in code in the future ... :type: Cool)



That is a good point. But maybe this can be worked around, using Waldtrolls suggestions of the "camo patches". That might be an intersting option to look into.

[Updated on: Wed, 12 August 2009 16:18] by Moderator

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230917] Wed, 12 August 2009 14:54 Go to previous messageGo to next message
waldtroll

 
Messages:31
Registered:February 2007
Location: Berlin, Germany
Well, as I am alredy testing the G-suit as Armor and not as attachment, I will go and test my camo pattern idea. I will report you how it works.

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Private 1st Class
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230918] Wed, 12 August 2009 14:54 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
smeagol
Waldtroll

Ah, and one last thing I noticed
As i played around with a too man Sniper Spotter team I noticed that my sniper (Scope) with a long range sniper rifle with Sniper scope and Ballistic Computer has far far far more spotting range than my Spotter (Sidney) with the Spotting scope. As the Spotting scope is a quite special object (needs a big Pocket, so you wont give everybody on) I would suggest enlarge it`s spotting range to the same ore a bit more than a fully fitted sniper rifle. Otherwise it is quite pointless to have a spotter and not just a second Sniper.


I'll comment on the other things later on, but let me cover this right now (I have to watch my food cooking simultanuosly, thus only time for a short answer ^^):

I would, if I could. There is a cap on sight range that can be set with the XML editor. The spotting scope already uses maximum values, if I remember correctly (set to 100 for general sight range bonus and daylight).

The heavy sniper rifles can use two attachments with sight range bonus (sniper scope and ballistic computer), thus effectively doubling up the sight range bonus.

Now that I think about it, what might help, is making an additional attachment for the spotting scope.


Another approach would be to remove any sight boni off the ABC. In fact, calculating wind speed and the like will increase yor CTH - but in which way could it increase your vision range?

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Sergeant Major
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230920] Wed, 12 August 2009 15:05 Go to previous messageGo to previous message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
smeagol
Sam_Hotte
Waldtroll
By the way what is your intention to give the G-suit only 90% camo bonus? IMHO someonein a G-suit is perfectly camouflaged withaout the need of other equipment. Note that most stuff like LBE gear etc. would probably be UNDER the Ghuili suit.

But in the game it's the other way round: LBE vest is worn over armor vest. Period. Wink
Thus any camo value of any armor vest is void because its strictly overruled by each and every LBE vest.
Therefore the G-suit is an attachment to the armor because attachment's camo value is added to LBE vest's in the game.
(This is however until the camo system might be reworked in code in the future ... :type: Cool)



A good point. But maybe this can worked around using Waldtrolls suggestions of the "camo patches". That might be an intersting options to look into.

Indeed. This should be easily achieved by different attachable pieces (like the camo shirt).
We would need Ghillie vest as armor vest and different attachable parts that provide noticable camo boosts.

Would it be possible to make camo kits attachable to a ghillie armor to accomplish that?
(thus nobody would not need to draw new pictures)

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Sergeant Major
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