Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » AIMNAS Archives » Alpha_Item_Mod_for_WF6.06 Part 2
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227206] Wed, 15 July 2009 03:42 Go to previous messageGo to next message
Mauser

 
Messages:772
Registered:August 2006
Location: Bavaria - Germany
lockie
Quote:
Also as I sidenote, would it be possible to add armored vehicles which would be similiar to the tanks (like a jeep with an MG. This would also offer some value to the anti-material rifles).


Check out night ops...............


indeed, they managed to turn the robot into something that at least resembles armed hummvees and they

☆★GL★☆
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227209] Wed, 15 July 2009 04:02 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
Mauser
lockie
Quote:
Also as I sidenote, would it be possible to add armored vehicles which would be similiar to the tanks (like a jeep with an MG. This would also offer some value to the anti-material rifles).


Check out night ops...............


indeed, they managed to turn the robot into something that at least resembles armed hummvees and they


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227225] Wed, 15 July 2009 06:19 Go to previous messageGo to next message
Dummvogel

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

smeagol
Just added the Upper Receivers for the AR57. I'm currently working on uppers for the M4A1, .50 Beowulf, Bushmaster M4A3 and the Whisper Kitty, as well.

These don't look as great as Kaerars AR57 uppers, but nevertheless I think they should be quite usefull...


When I'm finished it will be possible to freely convert the following guns into one another:

M4A1
AR57 11"
AR57 16"
AR57 6" Silenced
.50 Beowulf
Bushmaster M4A3
Whisper Kitty
Seal Recon Rifle (this is still achieved through the Seal Conversion kit, which got renamed to Upper Receiver SRR and will no longer work with a Colt Commando).

Will be quite some work to add the necessary merges, so don't expect an update within the next hour...


Shouldn't these work with everything AR-15? Like M16, HK416, Colt Commando, Robarms Whatever the number and so on.

Would be a lot cooler if this would make anything with a AR-15 lower to be compatible with all the uppers.

[Updated on: Wed, 15 July 2009 06:20] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227233] Wed, 15 July 2009 10:42 Go to previous messageGo to next message
Kaerar

 
Messages:2047
Registered:January 2003
Location: Australia :D
That is a lot of AR15 platforms and it is a little hard to make all the merges. If there was a better merge system then it would be easier to do Wink


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227243] Wed, 15 July 2009 12:48 Go to previous messageGo to next message
Starwalker

 
Messages:768
Registered:October 2005
Location: Hannover, Germany
Kaerar
That is a lot of AR15 platforms and it is a little hard to make all the merges. If there was a better merge system then it would be easier to do Wink

Indeed. For basic 1.13, I made the AR57 kits fit only onto M4 lowers (M4 Commando or M4A1), otherwise I'd need several different AR57 variants of slightly different weights (dependent on the weight of the lower receiver).

Unfortunately they are not on the SVN-Server yet, because I cannot get the VFS running on my computer so far...


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227303] Wed, 15 July 2009 19:46 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
I'm currently adjusting Merc starting gear, which led to some price adjustments (sniper rifles used by Shadow and Raven seemed a bit too expensive, this in turn led to cutting prices on all the other sniper rifles...). Anyways, the point of this post is, that I updated most of the starting gear, but I can't seem to get gear for certain mercs right... the items they have just seem not to fit their personality or are a bit awkward as starting stuff...

To start a discussion on this, I give you some of the stuff currently used as starting gear (only list the most interesting//important//character defining stuff... regular things like ammo, armor, LBE will only be listed if there is something really special about it...). Mercs I'm not satisfied with will be in bold, mercs I think are okay, but could do better, are in italics):

Barry: Skorpion, TEA Headset, TNT (lame... but then again one of the greenhorns who probably don't know better...)

Monk: Field Ops Kevlar Gear, Abakan with PSO-1

Lynx: M14 with ACOG, Beretta Brigadier as Sidearm

Grizzly: Beowulf, Mac-10, Combat Knife, upped grenades to three

Vicky: 2x Ruger Alaskan, Tool Kit, V40 Mini Grenades At the moment Vicky's gear stinks... not really worth to hire her, any ideas appreciated

Trevor: AUG Para, Tool Kit, C4, Shaped Charge, Utility Knife (because he's so badass, that he doesn't need a regular lock pick kit to open locks... I really would like a feature that adds a bonus or a penalty to certain skill related items... I mentioned this in several threads before, but it always fell on deaf ears. *sigh* would really be more realistic, if certain items could perform actions better or worse than others. What need is there for a lock pick kit, if the utility knife does the same and even more and is even lighter than the lock pick kit???). Thing that bugs me about Trevor is, that I don't like the Para. Sure he's an Aussie, and the Steyr is the main battle rifle of the Australian army, but giving him a real AUG just seems wrong and the the Para doesn't fit his personality... but I really can't think of an alternative. Help!

Grunty: Walther MPL, M79 Grenade Launcher, some 40mm grenades (stun and smoke), somehow his equipment is boring

Ivan: AK-103 with PGO-7W Scope, Fur Hat (I really want to add a special fur hat for Ivan, similiar to the Shovel I gave Fidel, but I can't think about a nifty special ability such a fur hat could have... just thinking about his cool pic in JA1 with that hat made me smile, would be a shame, if his hat would be dumped for a steel helmet on the next best opportunity)

Steroid: Saiga 12k, Tool Kit, some Energy Boosters and Soda Cans. Again, the gun seems kind of boring, but I guess it's okay...

Igor: Vityaz, Vodka bottle, Camo Kit, Combat Knife.

Shadow: Now this one's tough... and I really have some headache about his gear... I changed the recon twaron stuff he had as camo equipment. Instead he has just regular kevlar stuff, but for camo got a complete Ghillie Suit. I think this is probably okay, because the Ghillie is very heavy and all, but at the same time this could be quite unbalancing... anyways his gun is still the M24 and he has an SOCOM with suppressor as sidearm. Opinions on the Ghillie appreciated.

Red: Sterling SMG, TNT, AN/M14 Incendiary grenades, bunch of other grenades, basically everthing okay with that, but that Sterling is quite unimpressive compared to stuff other mercs get...

Reaper: ColtCanada C7CT, Sun Goggles... nothing special, in fact I'd say quite boring, except that I gave him Cold loaded ammo... but still I think this could be better somehow

Fidel: AK-74, some grenades, C4 small charge and his trade-mark Shovel.

Fox: 2x Delta Elite, Med Kit, Emergency Flares... boring as hell

Sidney: L85A2, grenades, throwing knife (compared to other mercs in his price class the gun seems way to good, considering it has an attached ACOG, but then again the Sterling would be far too unimpressive... I think this is one of the characters that is difficult to equip according to his personality. What gun would a snobbish upper class British mercenary use? certainly not the L85A2 which is used by army grunts...)

Gus: Bushmaster M4A2 with ACOG and Colt M203, Gas Mask and 40mm Tear Gas Grenades. Now considering that Gus is supposed to be "the" AIM badass (but I come to the one I consider the real badass later on...), giving him Tear Gas grenades seems somehow wrong... would 40mm HE greandes be too unbalancing in the beginning of the game?

Henning: AEK-973, Kobra, Laser Sight (lame...)

Ice: UMP 45, some grenades, sun goggles ('cos he's coooool), leg protectors. seems okay all in all

Spider: Beretta Brigadier, Med Kit, Break Lights (yet another uninspired doctor's outfit...)

Scream: AKM, Stun Grenades, Breaklights (just a random grunt, I guess)

Brain: AKS-74, RGD-5 grenades, Tool Kit (this dude is really hard to equip... based on his character I don't think the AKS fits too well).

Rudolf: HK G36K, Grenades, NVG II, Headset - Radio (seems alright)

Buzz: Ares Shrike and some C-Mags. I'd really like to give her a bigger machine gun...

Raider: SWAT armor, MP5/10, Beretta, some Tear Gas, Gas Mask, Binoculars, Headset - Radio, laser Sight (bunch of stuff, though with doubtfull usefulness...).

Raven: SWAT armor, Scout Tactical, Beretta, SOG Seal, Sun Goggles (seems okay too me)

Static: now THIS is the biggest bummer... what kind of gun should this dude have??? Mini-14? honestly... I don't think this fits his personality in any way... but I really can't think of anything better. his other stuff is just the regular equipment, you'd expect from your lockpicking guy (Tool Kit, lockpicks, headset). Very underwhelming... I had him in earlier versions with an additional high quality assault rifle in really bad shape (just like he was working on it, got your call and just packed it into his luggage... I liked the idea, but then again, which kind of gun would a dude like Static be working on?)

Len: Zylon gear, Colt M4A1 with small scope and flashhider, grenades, nothing special, but fits his personality... moving on

Danny: 2x HK USP with Match Sights, Med Kit, First Aid Kit (stuff you'd expect when you hire a doctor...), I'd say lame as Spider, but still needed... could be better though

Magic: MP5/40 with Supperssor and Laser Sight, Extended ear, Lock Smith Kit, Tool Kit. My problem with Magic is, does he really need that Tool Kit? I mean, really... he is the most badass character on the AIM rooster, does such a guy go into a mission and bring his tool kit with him? I think not... the repair team should consist of other guys... all in all his gear seems a bit lacking, that MP5 just doesn't cut it in my book...

Lucky: FN FNC, Dusters, some mini grenades, that's about it... boring and could use a real brush up, but then again aside from some good lines Lucky is a boring jerk.

Scully: FR Ordnance with ACOG, Rambo Knife, Sun goggles, grenades, leg protectors, some extra ammo (he has 6 mags, while most others only carry 4 at the most, but about the amount of ammo I'll add a few lines, once I'm done with the AIM mercs). Scully should have seen enough shit, that he knows that a "short" missions always turn into an ugly mess really soon and will be prepared accordingly.

Grace: Veretta Cx4 Storm (mainly because I wanted to test it out, but I think it fits her quite well), some throwing knives, breaklights, first aid kit. Seems okay.

Dr. Q: AKS-74U, Shuriken, Nunchaku (both just to satisfy the stereo-type of the chinese martial arts guy), first aid kit. I'm wondering, if he should have a med kit or not?

Nails: his leather jacket obviously... besides that a Fabarm SDASS shot gun, A Deagle .50 AE, Tool Kit, TNT, Tactical Flashlight, some Mini Grenades. Also one of those I find quite hard to equip. That shotgun seems to fit his character, but still it's rather underwhelming compared to other starting gears (and even the Desert Eagle I added doesn't up that in any way...). Could use a brush up, in my opinion.

Thor: MP5 with Suppressor, Dusters, Med Kit, First Aid Kit, nothing special... moving along

Laura: changed the Veresk into an MP5K with Suppressor and LAM-Reflex Sight, she also has Sun goggles, and a first aid kit. seems kind of lame for a merc at such a high position on the payment rooster...

Wolf: Colt SMG with small scope, Toll Kit, First Aid kit. Also seems kind of lame, and I think the Colt SMG somehow doesn't fit his personality... ideas?

MD: S&W M29, Med Kit, First Aid Kit, Light Knife. All in all, he's a greenhorn, and for that I think his stuff is okay...

Meltdown: Desert Eagle .50 AE and a LAW (also quite a badass character, only one on the AIM rooster I would grant an anti-tank weapon as starting gear... but somehow her guns seem awkward).


That sums up all the AIM starting gear...

Based on starting equipment alone, I find myself hiring the same mercs over and over again (mostly Monk, Lynx and Sidney, as they are the ones who got decent weapons for a fair price), and most of the less interesting mercs get skipped altogether, because their equipment sucks (like Vicky, Static, Barry, Spider, etc...). Dudes I would hire regardless of their equipment are for example Magic, Fidel, Ivan (basically the old-school JA1 crew ^^).

As mentioned above a last note on ammo: what should be an appropriate number of magazines// rounds the average AIM guy should have as starting gear? Most of them are long-time professionals and it seems kind of strange that most of them only carry 2-3 spare magazines (or, to pick an obvious example: Shadow has a total of just 35 spare rounds for his sniper rifle... that seems... uhm... well kind of weird, if you consider that he is hired for a mission where he's supposed to be up against an army).


Just my random thoughts while updating merc starting gear... Would be nice, if you guys would comment on this... Maybe I'll do the M.E.R.C. cucumbers later on... (but those dudes probably don't know what a real assignment looks like, which would explain why most of them have rather sub-par equipment).

Edit:
Ah, just about forgot: also nice would be an in-game option to scroll through the atarting equipment of a merc on the AIM page. You only get to see the first 8 items and some of the stuff the mercs will bring with them can only be guessed... I think this should also be changed in a future update.

[Updated on: Wed, 15 July 2009 19:53] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227317] Wed, 15 July 2009 21:04 Go to previous messageGo to next message
Mauser

 
Messages:772
Registered:August 2006
Location: Bavaria - Germany
Quote:
Monk: Field Ops Kevlar Gear, Abakan with PSO-1


really, i

☆★GL★☆
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227319] Wed, 15 July 2009 21:10 Go to previous messageGo to next message
orko_oskar

 
Messages:75
Registered:April 2007
Location: Sweden
Just a couple of quick thoughts:

smeagol

Ivan: AK-103 with PGO-7W Scope, Fur Hat (I really want to add a special fur hat for Ivan, similiar to the Shovel I gave Fidel, but I can't think about a nifty special ability such a fur hat could have... just thinking about his cool pic in JA1 with that hat made me smile, would be a shame, if his hat would be dumped for a steel helmet on the next best opportunity)


Mabye give him a special fur hat that gives the armour of a spectra helmet and can take atachmens like glasses and goggles.
Would be cool to make it give a special bonus like morale boost, no idea if this is possible though.

smeagol

Sidney: L85A2, grenades, throwing knife (compared to other mercs in his price class the gun seems way to good, considering it has an attached ACOG, but then again the Sterling would be far too unimpressive... I think this is one of the characters that is difficult to equip according to his personality. What gun would a snobbish upper class British mercenary use? certainly not the L85A2 which is used by army grunts...)


Sidney is a bit of a favourite of mine and I tend to vision him with some sort of a huntingrifle, maybe biggame like an elephantgun or something.
Seems to fit better with a civilian rifle than with an assaultrifle IMHO.

smeagol

Static: now THIS is the biggest bummer... what kind of gun should this dude have??? Mini-14? honestly... I don't think this fits his personality in any way... but I really can't think of anything better. his other stuff is just the regular equipment, you'd expect from your lockpicking guy (Tool Kit, lockpicks, headset). Very underwhelming... I had him in earlier versions with an additional high quality assault rifle in really bad shape (just like he was working on it, got your call and just packed it into his luggage... I liked the idea, but then again, which kind of gun would a dude like Static be working on?)


How about a Beowulf .50 or a Mini-30?
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227325] Wed, 15 July 2009 21:26 Go to previous messageGo to next message
Mauser

 
Messages:772
Registered:August 2006
Location: Bavaria - Germany
one thing i personally wanted to make in my own weapons mod,once certain requirements would habe been met by 1.13 developement, would be a stronger differentiation between standard military hardware for enemys and more customized and tuneable guns from the civilian sector and with aftermarket stuff.

so enemy soldiers ingame would be stuck with plain standard military guns, whilst elites would be equipped with more sophisticated military stuff, but mercs would have access to a wider range of specialized guns and upgrades that can turn pretty ordinary civilian grade guns into specially customized and very powerful stuff, which should be attainable primarily from BRs. also those most powerful aftermarket attachments would be better and more expensive than the standard attachments the enemys would have access to.
would cost quite something, but you would be able to gradually improve standard guns on multiple levels until you get quite powerful semi-

[Updated on: Wed, 15 July 2009 21:27] by Moderator


☆★GL★☆
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227332] Wed, 15 July 2009 22:13 Go to previous messageGo to next message
Sam Hotte

 
Messages:2006
Registered:March 2009
Location: Middle of Germany
smeagol

Barry: Skorpion, TEA Headset, TNT (lame... but then again one of the greenhorns who probably don't know better...)

As it is explained, that he he is "new school" and quite educated in explosives, he should know lots about more modern explosives (but lacks practical experience with them). Perhaps a Molotov (or its components?) would fit even better?

Quote:
Trevor: AUG Para, Tool Kit, C4, Shaped Charge, Utility Knife (because he's so badass, that he doesn't need a regular lock pick kit to open locks... I really would like a feature that adds a bonus or a penalty to certain skill related items... I mentioned this in several threads before, but it always fell on deaf ears. *sigh* would really be more realistic, if certain items could perform actions better or worse than others. What need is there for a lock pick kit, if the utility knife does the same and even more and is even lighter than the lock pick kit???). Thing that bugs me about Trevor is, that I don't like the Para. Sure he's an Aussie, and the Steyr is the main battle rifle of the Australian army, but giving him a real AUG just seems wrong and the the Para doesn't fit his personality... but I really can't think of an alternative. Help!

Perhaps he uses an elder SMG (and is proud of keeping it in perfect condition)? Thompson or sterling?
And some McGyvering stuff would fit as well; Trevor would probly rather tinker a Shaped Charge on demand than bringing any bought one.

Quote:
Grunty: Walther MPL, M79 Grenade Launcher, some 40mm grenades (stun and smoke), somehow his equipment is boring

You could switch to the old german military SMG, the UZI. Or modernize to MP5 (and perhaps attach a M203 to it?). Being a friend of Ivan, Grunty maybe prefers RGM over M79?

Quote:
Sidney: [..] What gun would a snobbish upper class British mercenary use?

Just pistols or hunting rifle. Or the crossbow?

Quote:
Static: now THIS is the biggest bummer... what kind of gun should this dude have??? Mini-14? honestly... I don't think this fits his personality in any way... but I really can't think of anything better. his other stuff is just the regular equipment, you'd expect from your lockpicking guy (Tool Kit, lockpicks, headset). Very underwhelming... I had him in earlier versions with an additional high quality assault rifle in really bad shape (just like he was working on it, got your call and just packed it into his luggage... I liked the idea, but then again, which kind of gun would a dude like Static be working on?)

A Shotgun like Daewoo or Neostead?

Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227338] Wed, 15 July 2009 22:46 Go to previous messageGo to next message
orko_oskar

 
Messages:75
Registered:April 2007
Location: Sweden
Sam_Hotte
smeagol

Barry: Skorpion, TEA Headset, TNT (lame... but then again one of the greenhorns who probably don't know better...)

As it is explained, that he he is "new school" and quite educated in explosives, he should know lots about more modern explosives (but lacks practical experience with them). Perhaps a Molotov (or its components?) would fit even better?


Or a jar of RDX-crystals and a remote trigger?
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227342] Wed, 15 July 2009 23:01 Go to previous messageGo to next message
lockie

 
Messages:3855
Registered:February 2006
Location: Scotland
Btw , the crossbow , bolts and quiver are the coolest things ever , :shake: , beat the Deidranna Lives effort easily , also the sound is just perfect ! Job well done Smeagol :super:


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227344] Wed, 15 July 2009 23:06 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
The crossbow is mostly the work of Jax (and he grabbed it from Cosplay, as far as I remember... might be wrong on that), I only shortened the arrows to fit into the pockets.


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227346] Wed, 15 July 2009 23:34 Go to previous messageGo to next message
Mauser

 
Messages:772
Registered:August 2006
Location: Bavaria - Germany
smeagol
The crossbow is mostly the work of Jax (and he grabbed it from Cosplay, as far as I remember... might be wrong on that), I only shortened the arrows to fit into the pockets.


the crossbow in Night Ops is quite deadly and useful, since it mostly ignores armor and also can take attachments like optics and laser pointers.

absolutely silent and deadly at night, even though it only has one shot, but if that one sits, it

☆★GL★☆
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227353] Thu, 16 July 2009 00:22 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
Might be possible... though I think this poison effect would translate rather poorly into game terms (which in fact would only result into more damage...). Never had been such a big fan of the crossbow, as it really didn't seem too effective (most of all, the number one reason for me to use it, was that it basically made no noise, still enemies always seemed to be aware from where the shot came, even when they stood like 8 tiles away and facing into the other direction when their buddy got pierced... Guess it's more a flaw in the game regarding noise handling... like with bashing doors open with kicks or with crowbars, no one ever seems to notice that... but firing an almost completely silent gun with someone standing 8 tiles away everyone picks up on that immediately).


Anyways, keep posting your ideas concerning the starting gear. I read all of this, it helps me to get a picture not only of what I want, but what you want.

I really liked the idea of Sidney getting a hunting rifle, or the P90 for Magic (though I think the Ar57 silenced would fit even better Smile and glad that someone else out there also thinks that Magic shouldn't have a toolbox).



Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227354] Thu, 16 July 2009 00:36 Go to previous messageGo to next message
tbird94lx

 
Messages:690
Registered:April 2002
Location: ohhhhhh canada
i dont know if this has been asked or adressed..but..can this be used without WF?

[Updated on: Thu, 16 July 2009 00:36] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227355] Thu, 16 July 2009 00:55 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
Tbird94lx
i dont know if this has been asked or adressed..but..can this be used without WF?


hmmm... guess the main problem here lies within the starting gear xml file, as there are all the WF mercs included and probably in the other xml files that are important for the maps (like cities.xml and so on...). I think it should be possible to get this one running with basic 1.13, but it would probably require some manual adjustment.


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227360] Thu, 16 July 2009 02:13 Go to previous messageGo to next message
Mauser

 
Messages:772
Registered:August 2006
Location: Bavaria - Germany
Quote:
Never had been such a big fan of the crossbow, as it really didn't seem too effective (most of all, the number one reason for me to use it, was that it basically made no noise, still enemies always seemed to be aware from where the shot came, even when they stood like 8 tiles away and facing into the other direction when their buddy got pierced


well, it

☆★GL★☆
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227361] Thu, 16 July 2009 02:20 Go to previous messageGo to next message
Mauser

 
Messages:772
Registered:August 2006
Location: Bavaria - Germany
oh yeah, one more thing smeagol: have you already thought about something like a bundled load?

a wider variety of improvised explosives? stuff like: can+explosives+detonator+spring=mine?
or maybe empty glass+gasoline+oil+soap/styrofoam=napalm grenade?
or maybe gasoline tank+grenade+(remote)detonator=fire trap?

you know, stuff that helps you play defensively and deal with huge enemy forces?

☆★GL★☆
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227363] Thu, 16 July 2009 03:05 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
More explosives are definately on my list of "to does".

As for Sidneys gun, I really think that a hunting rifle would fit his personality better, been looking around the web for the last 3 hours and stumbled across several, I liked.

One of them in particular is the Miller Low Boy:

http://img401.imageshack.us/img401/8974/millerlowboy.png


Or this beauty:

http://www.tjsafari.com/uploaded_images/Miller-Classic-Rifle-7-1-05-01Copy-750409.jpg


Or the Browning BAR Safari:

http://www.rc-trucks.org/Browning-BAR-Safari-Boss-7mm-WSM.JPG


Now I only need an sti pic. Tried to get it done with PhotoShop, but as always when I try such a thing, it looks... well... awkward. Wink

[Updated on: Thu, 16 July 2009 03:17] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227369] Thu, 16 July 2009 04:28 Go to previous messageGo to next message
Kindred

 
Messages:122
Registered:September 2006
Location: Australia, baby!
Mauser
or maybe gasoline tank+grenade+(remote)detonator=fire trap?


Try merging oil with a gas tank, then attaching a grenade of your choice. You will smile devilishly the first time you detonate one of those babies.
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227467] Thu, 16 July 2009 18:46 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
At the moment I'm getting rid of the hidden extra pockets on the Recon and Field Ops armor. Also the field medic and mechanic gear will no longer be available (in fact I'm deleting them entirely... sorry, if there's someone out there who liked them. I use some of the pics to make new LBE items though), as they seem pretty much unnecessary with the lack of attachment slots.

I think due to the LBE items there should be enough storage room to put the small items that fitted the armor pieces as attachments. I still want to keep the different recon//field ops//stealth armour though, because i think they are a nice twist to the regular armour (and they provide different advantages which warrants keeping them in the mod) .


And I'm still updating/modifying starting gear.

Most important changes:

Static: now has a Neostead (and some high explosive shells). Works out fine.

Ivan: added a new fur hat (complete with new pic Wink) that has protection value similiar to a treated kevlar helmet, nothing too special, but I think it adds a bit of flavour.

Magic: now has AR57 silenced, and boy... this is badass :skull:

Trevor: replaced the Para with an Mp5/40 with a Griplight, added some McGyver stuff (you know, like Duct tape, Copper Wire...)

Barry: also got some McGyver stuff

I kept tinkering around with several other mercs, though most of the changes made are rather minor compared to those.

More suggestions are always welcome and maybe some of the item artists likes to provide an sti pic for that hunting rifle. :happybear:

[Updated on: Thu, 16 July 2009 19:03] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227471] Thu, 16 July 2009 19:06 Go to previous messageGo to next message
Kaerar

 
Messages:2047
Registered:January 2003
Location: Australia :D
I still think Trevor should have the AUG Para or the AUG standard. Both are nice and Aussie (if Austrian to begin with Wink ) or you could go FAL as that's what the Aussies used to have in the SLR.


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227473] Thu, 16 July 2009 19:29 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
Maybe I give him an AUG CQB. Though that might also be too good...

Ugh, getting rid of all these attachments on the armour pieces is quite tedious... almost half finished now.
I also deleted all the OIV stuff (like the A.L.I.C.E pack, the old ugly red Ghillie...). That stuff really isn't needed after all, as this mod is NIV exclusive anyways...


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227483] Thu, 16 July 2009 20:16 Go to previous messageGo to next message
Mauser

 
Messages:772
Registered:August 2006
Location: Bavaria - Germany
Kaerar
I still think Trevor should have the AUG Para or the AUG standard. Both are nice and Aussie (if Austrian to begin with Wink ) or you could go FAL as that's what the Aussies used to have in the SLR.


well, Austrian and Australian get mixed up constantly on the internets because they sound so similar anyways. maybe when the islamics take over austria and europe some day, all the austrians will emigrate to Australia anyways, forming the new nation of Austrialia? Very Happy

but yeah, an AUG Para should be perfect for Trevor. maybe even with an exchange barrel for a 5.56 AUG? i

☆★GL★☆
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227500] Thu, 16 July 2009 21:19 Go to previous messageGo to next message
Mauser

 
Messages:772
Registered:August 2006
Location: Bavaria - Germany
oh, another tip smeagol: if you

☆★GL★☆
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227501] Thu, 16 July 2009 21:25 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
Finished cleaning up armours.


On a sidenote, is there anyone outthere who uses the modular speedloader pouches??? I find them pretty much useless and I think I not even added them to any map. Only way at the moment to get them is through Bobby Ray and maybe through enemy drops (not even sure about that). I'm strongly considering to dump them as well...

It's like a big spring cleaning, as some of you might have noticed. Wink

So, all those who regularly read here and//or use the Item Mod, now is your chance to speak up, in order to prevent me from cleaning up even more (and, as a sidenote, I'm quite curious, how many people use the mod at all...). :happybear:


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227503] Thu, 16 July 2009 21:29 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
Mauser
oh, another tip smeagol: if you


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227513] Thu, 16 July 2009 23:22 Go to previous messageGo to next message
Sam Hotte

 
Messages:2006
Registered:March 2009
Location: Middle of Germany
Mauser
if you have an AUG CQB, then that might be a good choice. but in my opinion Trevor is the high end support guy, not a primary combat soldier, so a better SMG should be more than enough for him. better make up for that with more explosives and misc stuff. his high price is derived from his high McGyver skills, his equipment should be mediocre priced in comparison to not make him overly expensive.


According to this definition of Trevor's role he should have some kind of a big pistol and an unique item - the 'Crocodile Dundee Knife'! Wink (and perhaps a boomerang and a didgeridoo Very Happy)

SCNR
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227514] Thu, 16 July 2009 23:33 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
Sam_Hotte
Mauser
if you have an AUG CQB, then that might be a good choice. but in my opinion Trevor is the high end support guy, not a primary combat soldier, so a better SMG should be more than enough for him. better make up for that with more explosives and misc stuff. his high price is derived from his high McGyver skills, his equipment should be mediocre priced in comparison to not make him overly expensive.


According to this definition of Trevor's role he should have some kind of a big pistol and an unique item - the 'Crocodile Dundee Knife'! Wink (and perhaps a boomerang and a didgeridoo Very Happy)

SCNR


hehehe... that boomerang might be interesting Wink


Currently adding some regular clothing (just for flavor, really don't like it, that the mercs without armoured pants ran around naked...) The items I added are nothing special, just a simple jeans (using the the old kevlar leggings pic), camo pants (using the old spectra leggings pic) and a polo shirt. I might add some more shirts, just for the sake of it (all NPCs in game shouldn't wear the same polo shirt...).



Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227519] Fri, 17 July 2009 00:04 Go to previous messageGo to next message
lockie

 
Messages:3855
Registered:February 2006
Location: Scotland
Enjoyed the Drassen Sam............. , nice map ! As for modular pouches , don't seem to actually use them much............


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227522] Fri, 17 July 2009 00:35 Go to previous messageGo to next message
Sam Hotte

 
Messages:2006
Registered:March 2009
Location: Middle of Germany
smeagol
On a sidenote, is there anyone outthere who uses the modular speedloader pouches???

I don't (since i scarcely use any revolver at all).
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227526] Fri, 17 July 2009 01:58 Go to previous messageGo to next message
Mauser

 
Messages:772
Registered:August 2006
Location: Bavaria - Germany
smeagol

hehehe... that boomerang might be interesting Wink


Currently adding some regular clothing (just for flavor, really don't like it, that the mercs without armoured pants ran around naked...) The items I added are nothing special, just a simple jeans (using the the old kevlar leggings pic), camo pants (using the old spectra leggings pic) and a polo shirt. I might add some more shirts, just for the sake of it (all NPCs in game shouldn't wear the same polo shirt...).



yes, some regular clothing/uniforms would definitely make sense. some BDUs, a hunting/safari outfit, some regular pants and jackets, some caps and hats maybe?

smeagol
Yeah, I added quite some stuff to the maps, that I have re-worked.


could you add a list here which kind of stuff? only regular JA2 stuff or also new stuff that can be used in crafting items?

☆★GL★☆
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227527] Fri, 17 July 2009 02:48 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
Mauser

yes, some regular clothing/uniforms would definitely make sense. some BDUs, a hunting/safari outfit, some regular pants and jackets, some caps and hats maybe?


Definately not out of question. At the moment I have added 3 pants (Jeans, Camo and basic tactical pants, nothing special, but adds variety...) and a polo shirt (kind of lame, I know, but better than running around naked...). I might add more later on, for that reason already added some blank item slots in the item list.

Mauser

could you add a list here which kind of stuff? only regular JA2 stuff or also new stuff that can be used in crafting items?



There isn't so much "new" stuff needed for merges, most merges I added (especially for explosives) require stuff, that was already in the game (like oil for example). I haven't had a chance yet to make a list of all the merges. I posted most of them from time to time when I added them in the other thread. Might add a complete list, though, if I'm in the mood...


Edit:
I'd also like to hear ideas for other McGyver merges, that are not too far fetched (and not only explosive related Wink ). Even if these need items that are not yet in the game...

[Updated on: Fri, 17 July 2009 02:52] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227529] Fri, 17 July 2009 03:32 Go to previous messageGo to next message
Mauser

 
Messages:772
Registered:August 2006
Location: Bavaria - Germany
Quote:
I'd also like to hear ideas for other McGyver merges, that are not too far fetched (and not only explosive related ). Even if these need items that are not yet in the game...


well, i remember making a helluva lot of such McGyvering merge suggestions may back when 1.13 was young and new... i might look them up and bring them to attention again.

allright, here

☆★GL★☆
Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227588] Fri, 17 July 2009 14:49 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
Expect the next update to include some major changes...

I decided to add another pocket type (twin large grenade, including a new silhouette). I found the large grenade leg rig a bit unbalancing compared to the modular grenade pouches which will only take single grenades. Thus a single large grenade pocket was necessary. Instead of just decreasing properties of the pocket type that was already in game, I decided to simply add another one. Now you basically have two different versions of large grenade pockets (single and twin). I think this is quite usefull in even further distinguishing certain vests.


Also added some new LBE items (Blackhawk Elite Vest, Blackhawk TAC Vest and CIRAS Ranger gear... I made those up, so don't look for real life counterparts... I think they fill some spots, that were not covered yet).


And finally I'm still tinkering with the starting gear. I tried giving Trevor that AUG CQB, but that added up to a whopping 15k $ starting gear cost, which seemed a little bit too excessive. I think I give him the AUG-A1... don't know yet.

I also tried Shadow with a SEAL Recon Rifle (with AR suppressor and ACOG scope), same here, equipment cost is way too high for my taste (around 16k $). Anyways, I'm on it...

I think I'll do the pics for the hunting rifle myself, those won't look as great as the work from a professional gunsmith, but that will have to do, until some better pics come along...
Now it's up to you to decide, which of the 3 guns above should be Sidneys prefered hunting rifle.


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227590] Fri, 17 July 2009 14:54 Go to previous messageGo to next message
Kaerar

 
Messages:2047
Registered:January 2003
Location: Australia :D
Wouldn't a big game elephant rifle be accurate for Sidney?


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227591] Fri, 17 July 2009 15:05 Go to previous messageGo to next message
smeagol

 
Messages:2733
Registered:June 2008
Location: Bremen, Germany
Yeah, that would be nice as well. Can you provide a pic? My google search on those wasn't too succesfull. :/


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227594] Fri, 17 July 2009 15:16 Go to previous messageGo to next message
lockie

 
Messages:3855
Registered:February 2006
Location: Scotland
Browning Bar gets my vote , 'Daktari' big game hunter style for sure , oh for a cross eyed lion to shoot......... *shouts* 'Claaaaareeence , oh Claaaarence , here kitty kitty' :maskedsniper:


Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227597] Fri, 17 July 2009 15:47 Go to previous messageGo to previous message
Kaerar

 
Messages:2047
Registered:January 2003
Location: Australia :D
smeagol
Yeah, that would be nice as well. Can you provide a pic? My google search on those wasn't too succesfull. :/

Looks like those hunting rifles you posted come up in the elephant gun search along with pink dildo's Surprised

Did find a good article about a Regiment commander from the 1850's in India who developed (you're not gonna believe this) a rifle that could hit at over 1200yrds with accuracy and was able to fire explosive 'shell' projectiles as well as normal bullets using a rudimentary version of a fin stabilised SABOT as we would now call them. The projectiles were given a spin from the rifling in the barrel and matching studs that ran along the rifling on the bullets. He also developed pointed tips instead of ball and elongated bullets with disposable charges attached (long before the current form of bullets came about). Though limited to about 1000 double barrel rifles made the regiment was known as Jacobsguns and he managed to get a city renamed in his favour due to increasing the standard of living for the locals where his regiment was stationed.


Previous Topic: Alpha_Item_Mod_for_WF6.06 Part 1
Next Topic: Alpha_Item_Mod_for_WF6.06 Part 3
Goto Forum:
  


Current Time: Mon Dec 09 12:08:41 EET 2019

Total time taken to generate the page: 0.01730 seconds