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Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230301] Mon, 03 August 2009 16:04 Go to previous messageGo to next message
Jens

 
Messages:12
Registered:August 2009
Location: Germany
Hello guys! I'm so happy to see so many people sharing my obsession for the game!

I got all my versions off your servers but had to find out that with this itemMod my repitiers got useless because they need unbelievable high APs in use.. (steyr scout 28 AP per shot)

someone tell me whats wrong please!

and beneath that: anyone "fixed" he prices too?
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230302] Mon, 03 August 2009 16:12 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Needles
Hello guys! I'm so happy to see so many people sharing my obsession for the game!

I got all my versions off your servers but had to find out that with this itemMod my repitiers got useless because they need unbelievable high APs in use.. (steyr scout 28 AP per shot)

someone tell me whats wrong please!

and beneath that: anyone "fixed" he prices too?


You're sure, that you are using the 100 AP system, right?

The scout's manual reload is 28 AP (4x the original 7 in the 25AP system, so everything should be correct, as long as you're using the 100AP system).

And concerning prices, yes, those have been adjusted on most items. I'm still not entirely satisfied with the price balance, but I think it's a somewhat better balance than in original 1.13 (basically the high-end items are a lot more expensive).


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230303] Mon, 03 August 2009 16:18 Go to previous messageGo to next message
Jens

 
Messages:12
Registered:August 2009
Location: Germany
Ok.Thank you.

obvously I am not using the 100 AP system.

before I have to feel too dumb: can you please tell me how to use it.
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230304] Mon, 03 August 2009 16:21 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
You need a newer .exe for that. Which JA2 1.13 version do you use at the moment?


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230306] Mon, 03 August 2009 16:22 Go to previous messageGo to next message
Kaerar

 
Messages:2050
Registered:January 2003
Location: Australia :D
Grab the SCI from my sig then install the mod Very Happy


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230307] Mon, 03 August 2009 16:25 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
That would be advisable. Wink


I resumed my field studies of the flamethrower. At the moment I'm experimenting again with a higher bullet count, but with a reduced duration of the actual fire. I'll keep you updated on my results.


Edit:
Okay, those multi-bullet full auto only experiments lead nowhere... animation is very slow, and after the first burst, the limit for fire animations is already reached. Doesn't work.

I currently try a reversed duration//area of effect. So far, the result looks good.


Still need to get the flame cone deal damage, somehow this still won't work.


Edit 2:
I give up on that flamer... sorry guys, you'll have to take it as it is, just can't improve it. :coffee:

[Updated on: Mon, 03 August 2009 17:21] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230308] Mon, 03 August 2009 16:32 Go to previous messageGo to next message
Jens

 
Messages:12
Registered:August 2009
Location: Germany
So now I have everything running EXCEPT the WF mod!
wildfire SVN Link from the download section does not work.

what to do now??

can I take the nonSVN mod too?

[Updated on: Mon, 03 August 2009 18:40] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230315] Mon, 03 August 2009 18:45 Go to previous messageGo to next message
Forral

 
Messages:75
Registered:May 2009
Location: Sweden
smeagol

I give up on that flamer... sorry guys, you'll have to take it as it is, just can't improve it. :coffee:

Ah, don't worry about it. It's pretty cool as it is anyways.

It sounds like it would definitely be benficial for this mod in general if the limitations on concurrent area effecting effects were breached though. Has that been looked into by anyone knowledgable?
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230325] Mon, 03 August 2009 22:00 Go to previous messageGo to next message
Mauser

 
Messages:780
Registered:August 2006
Location: Bavaria - Germany
hey smeagol, i think i

☆★GL★☆
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230327] Mon, 03 August 2009 22:38 Go to previous messageGo to next message
lockie

 
Messages:3901
Registered:February 2006
Location: Scotland
Heh heh , go for it smeagol.......... :diabolical:


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230339] Tue, 04 August 2009 01:19 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
:vader:


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230349] Tue, 04 August 2009 11:01 Go to previous messageGo to next message
Kaerar

 
Messages:2050
Registered:January 2003
Location: Australia :D
I think the webcam really sets it off lol


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230354] Tue, 04 August 2009 13:56 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Fixed a problem with the Improvised Grenade, which should now be functional (couldn't be tossed because of missing animation and a falsely activated Jar tag).


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230364] Tue, 04 August 2009 19:19 Go to previous messageGo to next message
jay.pea

 
Messages:26
Registered:March 2009
Location: Munich, Germany
hello smeagol,

i've fininshed playing the new Alma sectors and i have to say i really like the reworked prison and headquarters.
But you should consider removing (or replacing) the 'alarm trigger' in the prison sector.
Toggle Spoiler
Also for the feel of it you should place some prisoners in there.

Further i noticed that Conrad does not carry his AK74 (although according to proedit he should).
I guess this is because the AK is placed in one of the big slots instead of his hands.
I know that placing it there may result in the dreaded 'Civs/NPCs shooting and not getting hostile' bug .. but Conrad isnt entirely friendly to start with .. so it adds to the flavor.

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230365] Tue, 04 August 2009 19:22 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
The empty cells are needed. If your squad surrenders to enemies (and Alma has not been taken yet), the cells will contain the surrenders mercs. As I'm not sure, on which tiles the mercs will be placed, I had to leave them unoccupied.


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230366] Tue, 04 August 2009 19:26 Go to previous messageGo to next message
jay.pea

 
Messages:26
Registered:March 2009
Location: Munich, Germany
uuuhhh... you live and learn

I always thougth the mercs only end up in this unmarked prison near Meduna.
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230378] Tue, 04 August 2009 23:05 Go to previous messageGo to next message
ssd

 
Messages:23
Registered:July 2009
Location: Germany
Smeagol can u say when the the new map-update including the C13 bugfix will be available for download?
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230380] Tue, 04 August 2009 23:30 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
ssd
Smeagol can u say when the the new map-update including the C13 bugfix will be available for download?



Hmmm... basically, I can put together a new update right away. But I think I haven't done too much since the last update. Been busy testing some maps myself. ^^

stay tuned, I'll upload the newest map pack soon.


Edit:
Hmm... well... the new update pack contains only 2 updated maps that are different from the pack before (fixed the problem in H3 with reaching the head miner and the civilians in the C13 map, the alternate C13 map should have already worked, at least I couldn't find any factory kid civilians in there, besides the actual factory kids...). So if you don't mind those two minor glitches, feel free to skip this one.


I might get in some map work tomorrow, I haven't been too motivated last couple of days to work on the maps, as those Meduna and Balime maps are a major pain to re-work. I also want to completly re-work the map in L1 (what I called Deidrannas summer residence... though in the original WF map it was filled with Kingpins men, probably his beach house... what ever...), there is a lot of wasted space due to the sea in that map, and that could probably be put to better use (especially concerning that there is only very little space to approach the gate house).

[Updated on: Tue, 04 August 2009 23:52] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230382] Tue, 04 August 2009 23:41 Go to previous messageGo to next message
ssd

 
Messages:23
Registered:July 2009
Location: Germany
smeagol
Hmmm... basically, I can put together a new update right away. But I think I haven't done too much since the last update. Been busy testing some maps myself. ^^

stay tuned, I'll upload the newest map pack soon.

Thx for keeping us up to date!
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230449] Thu, 06 August 2009 02:36 Go to previous messageGo to next message
ssd

 
Messages:23
Registered:July 2009
Location: Germany
What do u think about integrating the Daewoo K2? In my opinion its a very effective weapon. Besides a 40 mm grenade launcher is attachable. Thought would be nice to have a korean rifle in the game cause there is none yet i guess.

http://img14.imageshack.us/img14/2682/400pxdaewook2.png

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230450] Thu, 06 August 2009 04:11 Go to previous messageGo to next message
Mauser

 
Messages:780
Registered:August 2006
Location: Bavaria - Germany
ssd
What do u think about integrating the Daewoo K2? In my opinion its a very effective weapon. Besides a 40 mm grenade launcher is attachable. Thought would be nice to have a korean rifle in the game cause there is none yet i guess.

http://img14.imageshack.us/img14/2682/400pxdaewook2.png



bad idea. first of all, no one uses korean rifles except the koreans. also, the K2 has absolutely nothing special or unique going for it, so why should it be added?

secondly, this rifle already is in DBB mod. and WF6 Alpha mod shouldn

☆★GL★☆
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230460] Thu, 06 August 2009 09:29 Go to previous messageGo to next message
lockie

 
Messages:3901
Registered:February 2006
Location: Scotland
Quote:
bad idea. first of all, no one uses korean rifles except the koreans


Or , surely their cars..... *shiver* .. Very Happy
You concentrate on the reworked maps Smeagol old pal , they are very good . :cheers:


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230463] Thu, 06 August 2009 11:42 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Fixed a roof top glitch in the Chitzena Sam Site (there was a small area that didn't disappear due to missing room numbers).
I'll now try to rework L1, this could take a while, as I want to give that map a complete overhaul.


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230474] Thu, 06 August 2009 14:34 Go to previous messageGo to next message
Sam Hotte

 
Messages:2011
Registered:March 2009
Location: Middle of Germany
Mauser
ssd
What do u think about integrating the Daewoo K2? [..]

bad idea. first of all, no one uses korean rifles except the koreans.

According to wikipedia, the world wide dreaded military force of Fiji Islands does use them ... Very Happy

Quote:
also, the K2 has absolutely nothing special or unique going for it, so why should it be added?

If a korean AR is wanted (i personally don't need that, but maybe smeagol likes to fullfill ssd's wish), then the K11 (KNR) as a direct rival to F2000 or OICW might be a candidate?
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230477] Thu, 06 August 2009 15:02 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
I had seen both of the Korean assault rifles some time ago, and didn't feel them too necessary. Though the OICW clone might be interesting, if only for another gun to use the 20mm grenades... but then again, the K11 seems to be quite similiar to the OICW... Hmm... maybe I could add that one with a different sight. Don't know yet.


What I'd really like to add, is another 10mm Auto SMG. But it seems that there aren't any besides the HK Mp5 (and I've seen an AR15 based one, but that would seem pretty lame, considering there are already quite a lot of AR15 based guns...).

Other guns I would consider are those that use rare calibers // calibers that at the moment only have one or two guns (like .50 beowulf, .30 carbine and the like). That's room for additional guns I would want to add, but not additional 5.56 or 7.62 guns (and certainly not 9mm Parabellum), unless they are really special... (or the L85 LMG, but I don't like the pic from DBB...).


So, to sum up, guns you guys should be looking for me to add, should be using one of the following calibers:

- .30 carbine
- .300 WM
- .45 WM
- .50 AE
- .50 Beowulf
- 10mm Auto (especially SMGs)
- 12.5x35
- 12.7 subsonic
- 4.6mm
- 6.35 (maybe some carbine)
- 7.62x37 (the one used by the SL9 and the Whisper Kitty, though this isn't as important as certain other calibers)
- 9x21
- CAWS (would be nice, if there was another gun, that used this kind of amunition..., maybe a non-auto variant)


Also I'd like to add more diverse launchers for 20mm, 25mm and 43mm (and maybe even 40mm cylinders).


And I'm still curious on opinions on the coated armours. These are currently unused, as there is no way to obtain the Queens Jelly. I'd maybe want to change that, so that the Jelly would become some kind of improved and more expensive C-18 (would certainly be useful for the later stages of the game).


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230487] Thu, 06 August 2009 16:10 Go to previous messageGo to next message
waldtroll

 
Messages:36
Registered:February 2007
Location: Berlin, Germany
Hmm, did you think about more Ruger Mini variants? I know Tactical ones and one in 6.8? Well I know that we have plenty guns of that caliber but they offer nice MacGyver-Gun pimping options.

For the Royal Jelly as another C-18 variant you could also think of making the armor coated with it more flexible so it has no penaltys (don't know if it makes sense, but the Royal Jelly could become some HI-TEC Climatation kit you could use to make armor more confortable to wear.)
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230489] Thu, 06 August 2009 16:21 Go to previous messageGo to next message
Mauser

 
Messages:780
Registered:August 2006
Location: Bavaria - Germany
say smeagol, have you already implemented the caliber change barrels for the Blaser LRS Tactical?

Also, i always wanted this special shotgun to be added http://www.winchesterguns.com/prodinfo/catalog/detail.asp?cat_id=511&type_id=084&cat=017C the Wichchester SX3 "Flanigun". an extreme sport shooting, high quality semi auto 12 gauge shotgun with extended magazine and very fast but accurate semi auto fire.

kinda a middle thing between the usual military semi auto shotguns and the full auto shotguns.
something that allows for somewhat more accurate and fast semi auto fire with slightly extended range.

Would make a good unique gun to be found somewhere.

also, you seem to have a lack of pistol caliber carbines. maybe a 10mm auto carbine or so?

also, have you probably thought about making something like a unique CAWS pistol? or maybe a CAWS SMG? you could use the "pimp my gun" applications to construct something like that.
or maybe do a CAWS LMG? a shot-machinegun with larger magazine? maybe through a fictional aftermarket upgrade kit?

Quote:
Also I'd like to add more diverse launchers for 20mm, 25mm and 43mm (and maybe even 40mm cylinders).


i think the current launcher selection is quite sufficient. every launcher is a very special and powerful item and that

☆★GL★☆
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230491] Thu, 06 August 2009 16:48 Go to previous messageGo to next message
coffeecommander

 
Messages:88
Registered:June 2009
Location: Europe, and pitying you.

ssd
Thought would be nice to have a korean rifle in the game cause there is none yet i guess.


Almost not true. The USAS-12...or whatever full-auto shotgun sounds like that, is made by Daewoo.
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230497] Thu, 06 August 2009 17:21 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Mauser
say smeagol, have you already implemented the caliber change barrels for the Blaser LRS Tactical?


Just added two Blaser R93 variants, one in 7.62x51, the other in .30-06. Already made a pic for the conversion kit from the pics at the official site (Looks pretty small though).

Don't feel those are really necessary, as the variance gained by them isn't too great, besides some slight changes in range and damage. But ammo availability is of course increased.


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230500] Thu, 06 August 2009 18:15 Go to previous messageGo to next message
Alex_SPB

 
Messages:170
Registered:February 2008
Location: Russia, St.Petersburg
Smeagol, what do you think about another another 9X18 gun? Currently there are only 3 pistols for that caliber in the game (PM, PMM and Stechkin).

The OTS 33 "Pernach" (a new gun by famous Rissian Stechkin gun designer) is a 9X18 full auto pistol also capable of shooting 9X18 PMM round.

The gun features a unique recoil compensation mechanics (While there's no positive lock between the slide and barrel, the barrel is allowed to recoil in the frame for a short distance. As the gun is fired, the slide recoils back, and at the final stage of recoil it hits the barrel and carries it back - [c] M. Popenker). The gun comes with an attachable folding stock and integral muzzle jump compensator.

It is considered to be 1.5 times more stable in auto fire then Stechkin gun.

Please, see the description on
http://world.guns.ru/handguns/hg139-e.htm
and
http://www.kbptula.ru/eng/str/strelk/ots33.htm
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230505] Thu, 06 August 2009 19:11 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Alex_SPB
Smeagol, what do you think about another another 9X18 gun? Currently there are only 3 pistols for that caliber in the game (PM, PMM and Stechkin).

The OTS 33 "Pernach" (a new gun by famous Rissian Stechkin gun designer) is a 9X18 full auto pistol also capable of shooting 9X18 PMM round.

The gun features a unique recoil compensation mechanics (While there's no positive lock between the slide and barrel, the barrel is allowed to recoil in the frame for a short distance. As the gun is fired, the slide recoils back, and at the final stage of recoil it hits the barrel and carries it back - [c] M. Popenker). The gun comes with an attachable folding stock and integral muzzle jump compensator.

It is considered to be 1.5 times more stable in auto fire then Stechkin gun.

Please, see the description on
http://world.guns.ru/handguns/hg139-e.htm
and
http://www.kbptula.ru/eng/str/strelk/ots33.htm



Hmmm. Nice one. Smile

I'll take that. Thanks for the find.


Edit:
Already converted the pic, will now add the item.

Edit 2:
Done. This one will be available through Tony exclusively.


Edit: @Mauser

That SX3 Shotgun sure looks interesting. Unfortunately I can't get a good pic conversion myself. All my attempts look pretty lousy, probably due to a wrong colour palette, and those riflings on the top of the gun are pretty hard to recreate without it looking stupid (don't know the exact term for these, I mean those holes over the barrel).

[Updated on: Thu, 06 August 2009 19:59] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230509] Thu, 06 August 2009 19:44 Go to previous messageGo to next message
Alex_SPB

 
Messages:170
Registered:February 2008
Location: Russia, St.Petersburg
smeagol
I'll take that. Thanks for the find.


You are always welcome Smile

A few thoughts to add: the gun should feature all kind of LAM-s and flashlights due to the rail mount under the barrel. However, due to the sliding barrel it should not feature the silencer. How would you like the idea to add a Ots 33 "Pernach" unique folding stock as a separate item? It could add some range bonus or auto-fire bonus.

Some more pic-s of the gun with the stock attached and the stock itself:

http://images.google.ru/images?hl=ru&newwindow=1&q=33%20pernach&lr=&um=1&ie=UTF-8&sa=N&tab=wi

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230512] Thu, 06 August 2009 20:05 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Hmmm... haven't thought about the silencer. Good point, I'll take that away then.

As for the folding stock, I guess I won't implement that, I think those pistol stocks look pretty weird (same reason I didn't already include the Glock 18 stock). If I add a stock, I'll certainly add a generic one for more than gun.



Edit:
I increased reliability of all revolver type handguns by 3 to better reflect differences between revolvers and pistols. At the moment they feel very much the same, with revolvers always beeing less atractive due to higher AP usages and lower mag capacity. An increased reliability may somehow balance this out (at the moment I'm getting quite some gun jams with guns at around 80% status... I think a revolver as a back up weapon is not only quite stylish, but would also be quite effective in those circumstances).

[Updated on: Thu, 06 August 2009 20:32] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230532] Fri, 07 August 2009 00:36 Go to previous messageGo to next message
Forral

 
Messages:75
Registered:May 2009
Location: Sweden
Despite them looking quite silly, I'd love to see a Generic Pistol Stock avaliable that would, unlike the folding stock or retractable stock, actually increase the time it takes to raise the pistol and further also increase its size, but offer improved control with burst fire and perhaps slightly improved CTH from the increased stability gained from the support.

Considering the drawbacks of having such an added stock on the pistol it would not be a no-brainer to always attach them, but rather a choice that would have be made based on what role you deign to use the weapon for. Plus, you would need to consider more carefully which LBE gear you chose to equip if you decide to use both silencers and pistol stocks alongside eachother, as they could longer all just fit in the large pistol holsters.

I guess I just like the customizability and choice that it would undoubtedly introduce. Also, depending on the ways the pistol stock would be implemented, it might also have the ability to augment the roles of machine pistols slightly - a type of weapon that my troops rarely if ever equip.

Well, only machine pistol I really use is the Veresk - but that weapon is totally awesome due to its caliber, and could probably be considered an SMG due to its size and behavior. It chews through armour like nobody's business and doesn't even stop to burp before asking for seconds. Veresks with SMG Silencers and Aiming Modules MKII f
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230538] Fri, 07 August 2009 02:28 Go to previous messageGo to next message
Jens

 
Messages:12
Registered:August 2009
Location: Germany
I found a little mistake @ bobby rays:

The HK 417s are listet with 7.62x51mm but still use 5.56mm. though there are variants of the 20" Version using 7.62 you still will have to choose which to be used in game.

I'd prefer 417"20 w/ 7.62; the caliber is simply much more effective.

EDIT:
originally they all use the bigger one. there's just a difference between using c-shape (the shorter 417s) or the classic 7.62 magazines (only 417 20" prototype).... hm... that one would be really cool.. hm... is the 20" compatible with sniper scope?

[Updated on: Fri, 07 August 2009 02:37] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230542] Fri, 07 August 2009 03:11 Go to previous messageGo to next message
Alex_SPB

 
Messages:170
Registered:February 2008
Location: Russia, St.Petersburg
Although Ultimax 100 MK 4 5.56 is already in game I would like to share this video: the results of recoil reduction mechanics (by designer James Sullivan) are incredible.

Just compare the recoil of:

HK MP5 sub machine gun: http://www.youtube.com/watch?v=CgCx6J2hykw&feature=related
with
Ultimax 100 5.56 machine gun: http://www.youtube.com/watch?v=ev2yJeeyn5A&NR=1

and this is a bonus: http://farm1.static.flickr.com/38/120547692_b6a50a3dc1_o.jpg

Maybe there could be some use in adding Ultimax 100 MK 5 (equipped with rails, capable of single fire) or just the rail kits like the FN SCAR ones? http://www.defensereview.com/wp-content/uploads/2009/04/GDATP_IAR_15.jpg . I also suppose that the current stat-s (auto-penalty) of Ultimax 100 MK 4 could be adjusted accordingly.

[Updated on: Fri, 07 August 2009 03:23] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230543] Fri, 07 August 2009 03:23 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Needles
I found a little mistake @ bobby rays:

The HK 417s are listet with 7.62x51mm but still use 5.56mm. though there are variants of the 20" Version using 7.62 you still will have to choose which to be used in game.

I'd prefer 417"20 w/ 7.62; the caliber is simply much more effective.

EDIT:
originally they all use the bigger one. there's just a difference between using c-shape (the shorter 417s) or the classic 7.62 magazines (only 417 20" prototype).... hm... that one would be really cool.. hm... is the 20" compatible with sniper scope?



Can't see anything wrong with Hk416 and HK417 in the XML Editor.

The 416 use 5.56, the 417 use 7.62. Should all be correct and fine. Haven't had a look at the BR selection yet, though.

They won't take sniper scopes, as far as I remember.


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230588] Fri, 07 August 2009 18:17 Go to previous messageGo to next message
Jens

 
Messages:12
Registered:August 2009
Location: Germany
Yes

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

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230593] Fri, 07 August 2009 18:42 Go to previous messageGo to next message
Sam Hotte

 
Messages:2011
Registered:March 2009
Location: Middle of Germany
C-mags in 7.62 Nato?
My guess: Something went wrong with those new c-mag-guns smeagol made recently.
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230595] Fri, 07 August 2009 19:37 Go to previous messageGo to previous message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Sam_Hotte
C-mags in 7.62 Nato?
My guess: Something went wrong with those new c-mag-guns smeagol made recently.


Okay, I'll take a look at the C-Mags then...

Edit: though I find it very strange, as I didn't implement a C-Mag version of the HK416... (and for sure not for the Hk417...).

And as I said in the post before, the data on both the Hk416 and 417 seems to be correct in the XML-Editor. Maybe you should send me a PM in German to tell me what's going on. Smile

[Updated on: Fri, 07 August 2009 19:39] by Moderator



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