Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » AIMNAS Archives » Alpha_Item_Mod_for_WF6.06 Part 3
Alpha_Item_Mod_for_WF6.06 Part 3[message #231003] Thu, 13 August 2009 14:49 Go to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Okay, time to get a new thread going.

If you want two browse the older two threads, they can be found here (Part 1) and here (Part2)




FAQ: What is the Alpha_ Item_Mod_for_WF6.06?

It's basically just what the title suggests, an add-on for the WF Mod for 1.13 that Jax and myself made.

It's certainly not necessary in order to play the WF Mod, but it will add a bit of fun. I already made some hundreds of items, added lots of merges, reworked starting gear and enemy item choices, etc...

The Mod in it's basic configuration needs an .exe for the 100AP system, as all items have their usage costs adjusted to this. So, if you experience any problems with too high reload costs or similiar things, make sure you use a game .exe that uses the 100AP system.



The newest version of the Alpha Item Mod is V34.



In addition I'm still working on cosmetical updates for the WF maps as well (most of the maps remain the same, but got some of the newer items added, several maps got redrawn either from sketch or significantly altered, mostly because I didn't like the original maps).

Downloads for either the Item Mod or the updated maps can both be found on my Skydrive. I upload updates on a more or less regular basis, so make sure to check here, whether there's something new to download.

The maps might require re-starting a game, but the item mod in general doesn't require a restart when you update from one version to a newer one. The latest version will always include all files (unless I forgot to add a certain file Wink), therefore it will always be enough to get the latest one.

There's also a more or less working flamethrower added, which is still work in progress. This item uses the item slot of the Alien Queen. It is very likely that playing with the bugs will cause trouble, therefore I highly recommend to disable Crepitus in the options.ini (or you may want to test it, find out what happens and tell us the results... I'm no big fan of the bugs myself, therefore I will most probably not try it).


I moved the merge list to the second post in this thread. You should find all currently possible merges in that list... I might have forgotten one or two, if so, feel free to report their absence from this list. :happybear:


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231004] Thu, 13 August 2009 14:49 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Merge List for the Item Mod


Last update: 13th of Sep. 2009


[color:#CC0000]I'll update this post, when new merges are added[/color]. And those updates will be color marked, as long as no new merges are added

Guns:

- EBR Stock + M14/M21 = M14EBR / M21 EBR
- 7.62x39 Drum Adapter + various AK variants = same variant in Drum version (works with AKM, Ak-47, AKMS, AKS-47, AK-103, AK-104, AEK-973, AKM Tactical)
- 5.56 C-Mag Adapter + various Guns = same gun with C-Mag capability (currently works with M16A1, M16A4, Colt Commando, Colt M4A1, Colt XM177-E1, Diemaco C7A2, SIG SG540, SIG SG550, SIG SG551 SWAT, HK 53, HK G41)
- 9mm C-MAg Adapter + various Guns = same gun with C-Mag capability (currently works with MP5A4, MP5N, MP5S, Colt SMG)
- Trigger Group + SVU = SVU-A
- SCAR Barrels + SCAR variant = other SCAR variant (depends on Heavy and Light version which barrels are interchangeable... the L will accept the 6.8mm, the H will accept the WP barrels)
- G36 Rails + G36 versions // G11 // CAWS = G36 //G11//CAWS RAS versions
- G36 Grip/Optics + G36 versions // G11 // CAWS = G36 //G11//CAWS regular versions
- AK Conversion Kit + SKS // and several AK-variants = Tactical version of the gun
- upper receiver kits for M4 variants = other variant (works with .50 Beowulf, AR57, M4A1, M4A3, Whisper Kitty, SEAL Recon Rifle)
- M16A4 Conversion Kit + M16A4 = DMR variant of the M16
- AUG Barrels + AUG = other AUG variant
- Fixed Telescopic Optics + AUG RAS variants/P90 RAS/CAWS RAS/G11 RAS = basic variant of the gun
- Rail Kit large + basic AUG variants = RAS version
- Rail Kit small + P90 = P90 RAS
- HK416 Barrels + Hk416 variant = other HK416 variant
- HK417 Barrels + HK417 variant = other HK417 variant
- Blaser R93 Barrels + Blaser R93 variant = other Blaser variant


A note on gun merges: Make sure, that you take off all attachments and unload the gun before changing barrels//adding rails. Otherwise your stuff might disappear. Tried this with a conversion of AR57 into beowulf, my 50 rnd 5.7 mag just vanished (probably because there was no room to drop the mag, the other way round with a loaded beowulf worked flawless, the mag was put into a small pocket and all attachments stayed on the gun).

Armour:

Major change: Most armour can't be repaired anymore (there are some exceptions), instead you'll need Compound-18 // Compound-20.

- C18 Upgrade Kits + various Armour pieces = treated Armour
- C20 Upgrade Kits + various Armour pieces = coated Armour
- C18 + regular or C-18 armour = repairs the armour
- C20 + a C-20 armour // EOD // Dragonskin // KAZAK-6 = repairs the armour
- C20 + titanium plate = repairs the plate

- Upgrade Kits + various armor = appropriate upgraded armor (Stealth Kit only works with Kevlar)
- Dragonskin + Camo Uniforms = Camo Dragonskin


Attachments:

- Aluminium Rod + Spring = Rod&Spring
- Steel Tube + Duct Tape + Quick Glue = Gun Barrel Extender

- Rod&Spring + Trigger Group = mod. trigger Group (slightly worse than both items seperately, but you'll save one attachment slot and the mod. trigger group can be removed from the gun)

- Duct Tape // Quick Glue + any of the following = mod. version
(Reflex Sight, Sight Mark Reflex Sight, [color:#990000]Reddot LAM[/color], Kobra, Tactical Flashlight, Foregrip, [color:#990000]Reddot LAM&Reflex Sight Combo, Reddot LAM&Kobra Combo, An/PEQ[/color], Small Scope, ACOG, ACOG Combo, PSO-1, Battle Scope, Battle Scope Combo, Rifle LAM, CORSAK, [color:#990000]small scope combo[/color]) - these are needed for further merges, or can be used an inseperable items

One of the following pieces must be modified:

- Tact. Flashlight + Rifle Lam = Rifle-LAM&Flashlight Combo
[color:#990000]- Reddot LAM + Reflex Sight = Reddot LAM&Reflex Sight Combo
- Reddot LAM + Sight Mark Reflex Sight = Reddot LAM&SMR Combo
- Reddot LAM + Speeddot = Reddot LAM&SD Combo[/color]
- CORSAK + Kobra = CORSAK&Kobra Combo
- Foregrip + Tac. Flashlight = Griplight
[color:#990000]- Reflex Sight + small scope = small scope combo[/color]
- Reflex Sight + ACOG = ACOG Combo
- Reflex Sight + Battle Scope = Battle Scope Combo


Aiming Modules:

[color:#990000]- Reddot LAM&Reflex Sight Combo + small scope = Aiming Module I
- Reddot LAM + ACOG Combo= Aiming Module II
- Reddot LAM + Battle Scope Combo = Aiming Module III
- AN/PEQ + ACOG Combo = Aiming Module II-X
- AN/PEQ + Battle Scope Combo = Aiming Module III-X
- PSO-1 + CORSAK&Kobra Combo = Aiming Module WP[/color]

(the Aiming Modules can often be get using different paths, important is, that they have the required components)


[color:#990000]No glue needed:
- Burris AR scope + Burris Speeddot = Aiming Module SDA
- Burris AR scope + Combo Speeddot&Reddot LAM = Aiming Module SAR
- mod. Reddot + Aiming Module SDA = Aiming Module SAE
[/color]


Components for the Aiming modules are:
[color:#990000]Aim I: Reddot LAM, Reflex Sight, Small Scope
Aim II: Reddot LAM, Reflex Sight, ACOG
Aim II-X: AN/PEQ, ACOG, Reflex Sight
AIM III: Reddot LAM, Reflex Sight, Battle Scope
AIM III-X: AN/PEQ, Reflex Sight, Battle Scope (will not work with all guns that could take the seperate parts, this is to showcase newer Railsystems, for example on the SCAR, the HK 416/417 series, some others...)
AIM WP: CORSAK, Kobra, PSO-1
AIM SDA: Burris Speeddot, Burris AR
AIM SAR: Burris Speeddot, Burris AR, Reddot[/color]

required as components for explosives//mines:

- Tank of Gas + Oil = Gasoline-Oil Mix
- Bottle of Alcohol + Oil = Alcohol-Oil Mix
- Glass Jar + Marbles = Jar with Marbles
- Detonator + Flare = modified Flare
- Detonator + Walkman = modified Walkman
- Detonator + Steeltube = Steel Tube with Primer


Explosives:

- various Grenades//Molotov Cocktail + Gasoline-Oil Mix = various Eagle Items (basically gas tanks that can be used as explosive devices)
- String//copper wire + mod. Flare = Trip Flare
- String//copper wire + mod. Walkman = Trip Klaxon
- Pack of Gum + Flashbang = Flashbang Mine
- Pack of Gum + Mustard Gas Grenade = Mustard Gas Mine
- Pack of Gum + Tear Gas Grenade = Tear Gas Mine
- Pack of Gum + Smoke Grenade = Smoke Mine

- Rag + Alcohol-Oil Mix = Molotov Cocktail
- Duct Tape + Flare = taped Flare
- Duct Tape + Alcohol&Oil Mix = taped Alcohol&Oil
- Taped Flare + Alcohol&Oil Mix = Flarebomb (also works if the alcohol is taped or both are taped)

- RDX + TNT = HMX
- RDX + C1 = C4
- RDX + C1 small = C4 small
- C1 + copper wire = 2x C1 small
- C4 + copper wire = 2x C4 small
- shaped charge + shaped sharge = c1 small
- shaped charge + jar with marbels = improvised grenade
- copper Wire + Claymore = mod. Claymore (can be used as a bomb, instead of a mine)
- Gameboy + C1 small = 2x shaped charge
- 2 small charges C1/C4 = C1/C4


LBE:

- 40mm VOG Grenade Panel + 40mm VOG grenade Panel = VOG Chest Rig
- Mod. Pouches + Mod. Pouches = Mod. Rigs (there are a lot of possible combinations, just try out what works... doesn't work in all possible combinations yet, might change that later on)

- SAW pouch + LBE Gear = SAW LBE
- mod. triple grenade pouch + LBE Gear//SAW LBE = mod. LBE Gear
- mod. utility + LBE Gear = mod. LBE Gear
- mod. first aid pouch + LBE Gear//SAW LBE = mod. LBE Gear

(the LBE Gear//SAW LBE gear can be upgraded until all pocket slots are used)

- 40mm Grenade Rig + 40mm Grenade Rig = 40mm Grenade Panel

- Pouch Straps + several mod. Pouches will seperate the pouches (also works on vests modified with the following merge)

- Belt Type LBE + one of the following vests: Hunter Vest, Biggame Hunter Vest, AK Chest Rig, M23 Chest Rig, Police Utility Vest or Sniper Jacket, LBE gear = modified version


Misc:

- Fumble Pack + x-Ray Tube + Pack of Gum = X-Ray Device
- Display Unit + X-Ray Device = X-Ray Detector
- LameBoy Display + Copper Wire = Display Unit
- Gameboy + Copper Wire = LameBoy Display
- Platinum Watch + Copper Wire = Detonator

- Various Clothing + various Knives = Rag
- Rubber band + various Knives = Mod. Pouch Set Straps

- Canteen + Cigars = Woodland Camo Kit
- Canteen + Cuban Cigars = Desert Camo Kit

- String + Soda Can = Soda can with String
- Batteries + Detonator = Remote Detonator

- Woodland Camo Kit + Rag + Rubber Band//String = Ghillie Kit Woodland
- Desert Camo Kit + Rag + Rubber Band//String = Ghillie Kit Desert

Combine Merges:

First Aid Kit
medical Kit
Tool Kit
Locksmith Kit
Camo Kits
Alcohol
Wine
Beer
Tank of Gas
20mm Clips
25mm Clips
40mm Cylinder
43mm Grenades
DM 13 Signal Magazine
Compound 18
Compound 20

[Updated on: Tue, 15 September 2009 19:01] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231006] Thu, 13 August 2009 15:59 Go to previous messageGo to next message
Sam Hotte

 
Messages:2010
Registered:March 2009
Location: Middle of Germany
smeagol
FAQ: What is the Alpha_ Item_Mod_for_WF6.06?
[..]
The Mod in it's basic configuration needs an .exe for the 100AP system

... [color:#FF0000]and New Inventory [/color]...

should be added, methinks.
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231027] Fri, 14 August 2009 00:02 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Just began the conversion of the Ghillie suit to an armour.

So far it works quite well.

I'll now add possible attachments, including helmets, vests and leggings. I'll allow plates being attachable to the ghillie jacket, because the game doesn't add the plates that are attached on a vest to the armour value.

Once I've finished adding the attachments, I add the camo patches as items.

I noticed, that the character wearing the Ghillie suit now is painted black due to the 50% stealth bonus the complete Ghillie grants (I upped the Bonus on the Stealth Ops suit to 100%). I don't know yet, if this is only a cosmetical change, or if it in fact alters game behaviour... if that is the case, I'll have to lower the Stealth bonus to less than 50%.

Now the question is, what kind of armour to allow as attachments for the Ghillie. I think that kevlar, twaron and dyneema should be enough.

Edit:
Added the first two camo patches (woodland and desert), at the moment I'll keep them all the same size. I'll later at a second size and an additional type that can be made from rags and camo kits. The current version will be "factory-made" sets.

Edit2:
Also fixed a small pic bug on the HK Flare Launcher (was to big to fit the item slots, I simply turned it by 90 degrees, now it fits).
The Camo Patches work fine, and I reduced the stealth bonus on the complete Ghillie to 48%. So far, I'm quite satsified with the result, I'll test it soon under battle conditions.

Edit3:
Wow... that Ghillie suit is amazing. I just tested it in two fights against two lonely enemies that had fled from previous fights. Both battles took place in daylight.
Fight one: I sneaked around the black shirt for several turns, as long as he stood 5 or more tiles away, he could not detect my merc. Unfortunately he moved into my direction at some point, so I had to finish him. I think I never managed to get that close before with a regular camoed merc in daylight. As long as he faced in a different direction, he could not detect my merc.
The second fight was even better. I could sneak right behind the black shirt and after some blows with my dusters that one went down ready to be robbed.

I think that stealth bonus is what really makes the difference (could of course be only my imagination, but it seems to work).

[Updated on: Fri, 14 August 2009 03:17] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231034] Fri, 14 August 2009 03:19 Go to previous messageGo to next message
Forral

 
Messages:75
Registered:May 2009
Location: Sweden
There is an unfortunate side effect in seeing these constant update reports from you, with loads of neat stuff being made for the mod. It sort of makes me want to put off playing untill the new version is out. However, even when the new versions are out, it only takes you a couple hours before you've got something else that's pretty neat up your sleeve, making the process of having to wait for newer versions start all over again! Crying or Very Sad

I suppose I'll just have to mod something myself while I wait for you to get bored and slow down. Anything you're not planning to work with in the near future? So I won't have to redo any of my customizations? IMPChoices? EnemyItemChoices? EnemyGunChoices? Cool

Actually, while I'm at the subject - I know it's not exactly the correct thread for this, but how does EnemyGunChoices actually work? The XML editor seems to suggest one thing and the Wiki another and based on what behavior I've observed in the game, neither of them seems to be correct.

The below indexes from the Wiki, for example, doesn't seem to be enforced in the least. I can stick any kind of weapon in any of the indexes and it neither crashes or malfunctions. Has this changed since the article was written? Has it always been wrong? Am I stupid?

0 - low powered pistols
1 - high powered pistols/shtgn
2 - low SMGs/shtgn
3 - low rifles
4 - high SMGs
5 - medium rifles
6 - sniper rifles
7 - high rifles
8 - best rifles
9 - machine guns
10- rocket rifles / machine guns

Also, if I look in the XML editor and instead decide that the various tiers are related to my current coolness level, it doesn't quite work out right either, because I keep finding weapons that were placed one or two coolness levels above the one I'm at. Which leads me to question the documentation I've had at hand.

As best as I've been able to determine, enemies seem to have an offset based on their training and quality, that allows them to select weapons from coolness levels above the current progress. Either that, or am I desperately trying to see patterns where there are none, and the whole system is just wonky?

Sorry for cluttering the thread with my seemingly random question, but it kind of made sense to ask here, seeing as I've been unable to find this information elsewhere but there's a customized EnemyGunChoices in this mod, suggesting that you know. Very Happy
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231042] Fri, 14 August 2009 04:09 Go to previous messageGo to next message
Kaerar

 
Messages:2050
Registered:January 2003
Location: Australia :D
If you fight Elites you will come up against weaponry from 1-2 coolness levels higher than yourself. Might just be what you are seeing Wink


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231052] Fri, 14 August 2009 05:20 Go to previous messageGo to next message
Forral

 
Messages:75
Registered:May 2009
Location: Sweden
Ah-ha! Thanks! That's what I was attempting to say in my somewhat convoluted manner. It's nice having a solid confirmation though.

(I removed my additional questions and moved them to the XML editing thread instead. Sorry for cluttering up here.)

I seem to remember you (Smeagol, that is) mentioning that you'd like to add weapons for some of the rarer calibers around; like those used only by one or a couple of weapons. The problem with that I'm expecting is that there simply isn't many, or any, weapons like that, which leads me on to the question:

How would you feel about adding fictional weapons? Weapons, not really snatched out of Robocop or Starship troopers, but rather designed by the community here to act and appear like they could have been real all along.

I'm sure there are individuals around that know enough about weapons to contribute with some neat lore and specifications for the weapons, and others that would be perfectly capable to draw some neat icons for them.

Personally, I think it'd be a pretty cool little project, and for the players that wouldn't be too keen on the idea, the new weapons could simply be tagged as Sci-fi, as to not interfer with their game. Just thought I'd toss the idea out there.

[Updated on: Mon, 17 August 2009 06:49] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231068] Fri, 14 August 2009 10:08 Go to previous messageGo to next message
Starwalker

 
Messages:768
Registered:October 2005
Location: Hannover, Germany
smeagol
Edit3:
Wow... that Ghillie suit is amazing. I just tested it in two fights against two lonely enemies that had fled from previous fights. Both battles took place in daylight.
Fight one: I sneaked around the black shirt for several turns, as long as he stood 5 or more tiles away, he could not detect my merc. Unfortunately he moved into my direction at some point, so I had to finish him. I think I never managed to get that close before with a regular camoed merc in daylight. As long as he faced in a different direction, he could not detect my merc.
The second fight was even better. I could sneak right behind the black shirt and after some blows with my dusters that one went down ready to be robbed.

I think that stealth bonus is what really makes the difference (could of course be only my imagination, but it seems to work).

Yes, it is probably the stealth bonus, as he cannot see you anyway when he faces away from you and limited vision is 'on', so the camo is never taken into account. Should work even without any camo patches applied to the Ghillie...


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231077] Fri, 14 August 2009 15:05 Go to previous messageGo to next message
smeagol

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

Yes, it is probably the stealth bonus, as he cannot see you anyway when he faces away from you and limited vision is 'on', so the camo is never taken into account. Should work even without any camo patches applied to the Ghillie...


Good to know. Smile

What really surprised me though, was the fact that I could sneak up on him up to 5 tiles, even when he was looking into my direction.



Forral

I seem to remember you (Smeagol, that is) mentioning that you'd like to add weapons for some of the rarer calibers around; like those used only by one or a couple of weapons. The problem with that I'm expecting is that there simply isn't many, or any, weapons like that, which leads me on to the question:

How would you feel about adding fictional weapons? Weapons, not really snatched out of Robocop or Starship troopers, but rather designed by the community here to act and appear like they could have been real all along.

I'm sure there are individuals around that know enough about weapons to contribute with some neat lore and specifications for the weapons, and others that would be perfectly capable to draw some neat icons for them.

Personally, I think it'd be a pretty cool little project, and for the players that wouldn't be too keen on the idea, the new weapons could simply be tagged as Sci-fi, as to not interfer with their game. Just thought I'd toss the idea out there.


I guess that would be okay. More or less I have done so already by adding the Whisper Kitty.
Don't expect me to add Pulse Rifles or Phasors, but projectile weapons should be fine, as long as they make sense and the pics look good.


Edit:
Currently adding in two more Ghillie patches (the ones that will be made from camo kit&rag). But I'll have to go to work soon, guess I don't get them finished now... will have to wait until this evening.

[Updated on: Fri, 14 August 2009 16:16] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231082] Fri, 14 August 2009 19:52 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Finished adding the two smaller camo patches and necessary merges to make them.

At the moment I have the following data:

Ghillie Hood + 5 Woodland Camo + 8 Stealth
Ghillie Jacket +10 Woodland Camo + 24 Stealth
Ghillie Leggings +10 Woodland Camo + 16 Stealth

Large Patches available from BR:
Ghillie Set Woodland +15 Woodland Camo (can be attached to all 3 Ghillie Suit pieces)
Ghillie Set Desert +15 Desert Camo (can be attached to all 3 Ghillie Suit pieces)

Small Patches, selfmade from Rag+Camo Kit+Rubber Band//String
Ghillie Kit Woodland +10 Woodland Camo (can be attached to all 3 Ghillie Suit pieces)
Ghillie Kit Desert +10 Desert Camo (can be attached to all 3 Ghillie Suit pieces)

Sets can't be combined with Sets and Kits can't be combined with Kits, but you can freely combine Sets and Kits (for example you could have a Ghillie hood with a woodland set and a desert kit).

If you equip a full Ghillie suit with a complete combination of woodland Sets and Kits you'll get +100 Woodland Camo.
The few points you will have taken away by wearing a vest can easily be got from wearing other LBE items.


I think this works quite well (and also finally gives you a reason to collect rubber bands//strings).


Ah... almost forgot: the small patches can't be repaired, so if they somehow get damaged, you'll need to make new ones after some time...

[Updated on: Fri, 14 August 2009 19:55] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231091] Sat, 15 August 2009 00:18 Go to previous messageGo to next message
lockie

 
Messages:3899
Registered:February 2006
Location: Scotland
:ok:


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231095] Sat, 15 August 2009 00:33 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Ghillie Suit update V35.

Happy sneaking. :happybear:


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231118] Sat, 15 August 2009 20:00 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
I discovered a strange crash to desktop I can't get resolved.

The crash happens, when you attach an Insight-LAM&Reflex Sight Combo and a Trijicon Match Sight to a Desert Eagle .357 and exit the attachment window.

The strange thing about this is, that it works with all other handguns I tried it on and that the attachments work on their own or if you attach the LAM and Reflex Sight in non-combo versions alongside the Match Sight. Somehow the Desert Eagle doesn't like the combination of LAM&Reflex Sight Combo and Match Sights... strangely, the cheaper Reflex Sight&LAM combo does work.

I'm quite puzzled about this. It is reproducable, but I can't find any strange data in the XML editor...


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231119] Sat, 15 August 2009 20:50 Go to previous messageGo to next message
waldtroll

 
Messages:36
Registered:February 2007
Location: Berlin, Germany
smeagol

Ghillie Suit update V35.

Happy sneaking.


You are my Hero!


smeagol
I discovered a strange crash to desktop I can't get resolved.

The crash happens, when you attach an Insight-LAM&Reflex Sight Combo and a Trijicon Match Sight to a Desert Eagle .357 and exit the attachment window.

The strange thing about this is, that it works with all other handguns I tried it on and that the attachments work on their own or if you attach the LAM and Reflex Sight in non-combo versions alongside the Match Sight. Somehow the Desert Eagle doesn't like the combination of LAM&Reflex Sight Combo and Match Sights... strangely, the cheaper Reflex Sight&LAM combo does work.

I'm quite puzzled about this. It is reproducable, but I can't find any strange data in the XML editor...


That's very strange, I just installed version 35 and tried to reproduce this bug, but all was fine the DE .357 took the Trijicon Sights and the Insight-LAM/Reflex sight combo without any problems tried it in strategic and tactical screen, no Problem.


Btw. did you recognize my post about the Sniper Supressors for the DSR-1 and the AI AWM Rifles in the last tread?
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231158] Sun, 16 August 2009 19:37 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Fixed some minor glitches and inconsistencies.

The CORSAK-KOBRA Combo for example still had the night vision range bonus of the Insight LAM.

Also had to change weight of the canteen and soda can again, as the canteen is restricted to the belt clip pocket, I think it's only fair that its weight should be less than soda can's, which can be stored in a small pocket (I would have like different AP usage cost instead, but that isn't possible...).

Also fixed one of the wrong German names for one of the modular leg pouches (which was falsely named as a speedloader pouch, when in fact it was a grenade pouch... I might find more of these).

Edit:
Added some new LBE items:
Field Pack (Variation of the TT-3 day pack, but with a small pocket instead of the belt clip)
Shotgun belt (can be combined with the police utility vest)
SAW combat pack
another SAW vest (similiar to the one in the link I posted somewhere before, this one has two ammo belt pockets and additional pockets for magazines).

Changed around pocket positions on several LBE items to have a more consistent pocket layout.

[Updated on: Sun, 16 August 2009 22:09] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231174] Mon, 17 August 2009 03:05 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
I need some help adjusting a certain NPC script (I want to relocate an NPC to a different sector, and I'm not sure how this NPC would react to such a thing... ).

Anyone who can offer me advice on this, please contact me via a private message (I'd like to keep this "project" a little bit secret, until it is completely integrated into the maps Wink ).


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231255] Tue, 18 August 2009 07:56 Go to previous messageGo to next message
Kindred

 
Messages:122
Registered:September 2006
Location: Australia, baby!
Any chance of getting the M1903 Springfield added, Smeagol? I swear I've seen a picture done by one of our artists here, and it seems to fit with the new .30-06 weapons you've been adding.
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231256] Tue, 18 August 2009 08:24 Go to previous messageGo to next message
Kaerar

 
Messages:2050
Registered:January 2003
Location: Australia :D
Coolberg did a fantastic rendition of it Very Happy

He did the M1903A4 with a scope attached (easily removed if needed). Not sure if it's about on the forum any more, but I can post it if needed (with his permission of course Smile ).


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231257] Tue, 18 August 2009 08:32 Go to previous messageGo to next message
Kindred

 
Messages:122
Registered:September 2006
Location: Australia, baby!
I'd rather it with the scope. I've got a lot of love for it because of Far Cry 2.
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231266] Tue, 18 August 2009 10:38 Go to previous messageGo to next message
Kaerar

 
Messages:2050
Registered:January 2003
Location: Australia :D
Here's Coolberg's Springfield:

http://www.wmwiki.com/hosted/ja2/Web%20Previews/Springfield%201903%20Coolberg.png

I hasten to add I have done nothing to the images other than to put it on it's own Smile


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231271] Tue, 18 August 2009 13:30 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
How could I possibly deny such a beauty. Smile It's as good as in... need to get to the university library first though and wil


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231272] Tue, 18 August 2009 14:01 Go to previous messageGo to next message
Logisteric

 
Messages:3381
Registered:December 2008
Location: B
smeagol
wil
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231274] Tue, 18 August 2009 15:01 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
*wiseacre mode on* Guess I'm better with numbers than with words.

But as you might have guessed from the syntax of the above sentence, wil


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231276] Tue, 18 August 2009 15:29 Go to previous messageGo to next message
Kaerar

 
Messages:2050
Registered:January 2003
Location: Australia :D
I wonder what this wiseacre mode is? Is it something to do with intelligent landscaping?[/wisearse]

Thought you might like the Springfield Very Happy


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231277] Tue, 18 August 2009 15:33 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Kaerar
I wonder what this wiseacre mode is? Is it something to do with intelligent landscaping?[/wisearse]


Yes, it's something like that. :cheers:

Kaerar
Thought you might like the Springfield Very Happy


It's really nice.

Edit:
Any chance to get the M84 scope as well?

[Updated on: Tue, 18 August 2009 15:39] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231283] Tue, 18 August 2009 17:12 Go to previous messageGo to next message
Kaerar

 
Messages:2050
Registered:January 2003
Location: Australia :D
M84 scope? I'll have a looky and see if I can find it Smile


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231284] Tue, 18 August 2009 18:11 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
According to several internet soucres, that M84 scope is basically the scope that comes with the M1903A4. Would be a pitty to add such a nice gun without the appropriate scope.


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231285] Tue, 18 August 2009 19:06 Go to previous messageGo to next message
NYC

 
Messages:24
Registered:September 2006
Location: Brooklyn, N.Y. U.S.A
I just noticed this exploit in v35. I'm not sure if this was intended, but is mod. trigger group supposed to be able to be inserted to guns that already have a rod&spring attached? Kinda not fair to be getting benefit of double rod&spring.

Great Mod, love the new merged items! :super:
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231286] Tue, 18 August 2009 19:11 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
NYC
I just noticed this exploit in v35. I'm not sure if this was intended, but is mod. trigger group supposed to be able to be inserted to guns that already have a rod&spring attached? Kinda not fair to be getting benefit of double rod&spring.

Great Mod, love the new merged items! :super:


Glad you like it. Smile

The Rod&Spring and mod. Trigger Group isn't intended. Thanks for pointing that out, I'll fix that.


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231290] Tue, 18 August 2009 19:53 Go to previous messageGo to next message
waldtroll

 
Messages:36
Registered:February 2007
Location: Berlin, Germany
As you are in gun-adding-mood, what about an underslug version of the Metal Storm 3GL 40mm granade launcher?

http://www.militarytimes.com/static/multimedia/video/thumbnails/bloggun.jpg

I think there are pics in dbb.
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231292] Tue, 18 August 2009 21:15 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Hmmm.... possible, but I think that would be waaaaaay too good. The AICW is already in and being able too attach the Metalstorm UGL to another rifle would make the AICW pretty much obsolete (as it is quite heavy). And there is also the Metalstorm Standalone GL (though the grenade launcher burst seems to be somehow buggy, as the cursor doesn't work properly).


At the moment I'm revising Merc saleries. In my opinion they are far too high when playing with 32 mercs and drop all disabled. I find myself in my current game constantly in serious trouble paying a team of 24 mercs (6 imps, 4 rebels, dynamo&shank, hamous, maddog, all of which practically work for free; flo&gasket, larry, blood from M.E.R.C which are pretty cheap; MD, Fox, Grizzly, Red, Ice, Nails. So, not really a spectacular team...). I usually play with drop all disabled, but recently have catched myself enabling drop all just for the items to be sold with ALT+LMB at end of combat.

Especially if you don't have the feature of increased mine income at hand, paying those mercs is a bit too tough in my opinion (and some of those dudes were really greedy...). So, I have decided to cut wages by a fair amount.

I will upload the changed prof.dats as soon as I get the other project, that Logisterics is helping me with at the moment, working.


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231295] Tue, 18 August 2009 21:37 Go to previous messageGo to next message
Hairysteed

 
Messages:193
Registered:December 2007
Location: Finland
Didn't the DBB mod have a metal storm UGL? (and a standalone launcher as well)
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231303] Wed, 19 August 2009 03:09 Go to previous messageGo to next message
Kindred

 
Messages:122
Registered:September 2006
Location: Australia, baby!
Thanks for taking the Springfield, Smeagol. I do love me some old rifles.
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231321] Wed, 19 August 2009 15:33 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Kindred
Thanks for taking the Springfield, Smeagol. I do love me some old rifles.


I've added the Springfield. I'll have to fine tune some of the values and am still waiting for the M84 scope (but might as well do it myself... Wink ).


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231323] Wed, 19 August 2009 15:48 Go to previous messageGo to next message
Kaerar

 
Messages:2050
Registered:January 2003
Location: Australia :D
There are little to no pics of that scope that are good material for conversion, and currently I don't have time to make one from scratch. Though it is quite a simple scope to make Smile

You could try PM'ing tbird or Coolberg Wink


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231324] Wed, 19 August 2009 15:59 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Just made the pics.

http://img9.yfrog.com/img9/9606/m84scope.png


The big pic looks quite okay, but the mdpic is quite small. That will have to do for now.


Edit:
Just added the scope to the XML.

It is a daytime scope with 75 sight range bonus (for comparison, the sniper scope has 90, the battle scope 50). It can't be combined with a reflex sight, but can be combined with the sight mark reflex sight.
I'll change possible attachments for the M1 Garand, as that one is currently capable of taking several Aiming Modules (which i find not quite fitting). The M84 will thus replace the Aiming modules on the Garand. I think I'll add a few more hunting rifles to the list of guns that can take the M84 (at the moment it's only the M1 and the Springfield...).


Edit 2:
okay, guns capable of taking the M84 are at the moment: M1 garand, Springfield M1903A4, Mini-14, Mini-30 and the Browning BAR Hunting Rifle.

Biggest advantage of the M84 is the ability to mount a sight mark reflex sight with it, biggest disadvantage is, that it's only a daytime scope.


Edit 3:
Just thought about removing ability to mount sniper scope to the steyr scout tactical. Good idea? bad idea? According to that Russian gun site it shouldn't be able to mount sniper scopes. As I find myself arming low marksmanship//low strength mercs (like Flo and Shank) with the Scout very often, I think they should be somehow reduced in effectiveness. As far as I see it, the Scout should be a light scout sniper rifle for medium distances, not capable of mounting high power scopes.

[Updated on: Wed, 19 August 2009 16:49] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231330] Wed, 19 August 2009 20:03 Go to previous messageGo to next message
waldtroll

 
Messages:36
Registered:February 2007
Location: Berlin, Germany

smeagol

Hmmm.... possible, but I think that would be waaaaaay too good. The AICW is already in and being able too attach the Metalstorm UGL to another rifle would make the AICW pretty much obsolete (as it is quite heavy). And there is also the Metalstorm Standalone GL (though the grenade launcher burst seems to be somehow buggy, as the cursor doesn't work properly).


Well, I think the Standalone GL has always the advantage of not taling two attachment slots AND could have a slightly better Range cause of a longer barrel.
My point is that I usually don't use underslug launchers in late game, cause they are too weak for taking two slots on the gun.
The 3GL underslug launcher would make the decision of taking the extra weight for a standalone launcher but saving the attachment slots a bit tougher.
Underslug launchers dosn't really improve during the game.

I also thought about making it available only by modifying a standalone MS launcher or disassambling
an AICW and destroying the rest of the gun.
Booth would obviously need someone with Trevors skills.





Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231334] Wed, 19 August 2009 21:49 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
At the moment, I'm adding in some more belts and reworking the belt//vest combos (including pics... well sort of... I decided to make one additional pic for modified vests. I simply added a * to the upper right corner, just like the mod. trigger group).

The belt/vest combos will include:

vests:
Police Utility vest
AK chest rig
M23 chest rig
LBE gear


belts:
viper security belt
police revolver belt
tactical belt (a combination of pistol holster and 12gauge shell rig)
VOG chest rig
soviet sniper belt
M1 ammo belt (a belt with 4 short rifle mag pockets)

I might add in more belts//vests capable to take a belt.




Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231337] Wed, 19 August 2009 22:25 Go to previous messageGo to next message
lockie

 
Messages:3899
Registered:February 2006
Location: Scotland
I just wish we could get stationary machineguns. *sigh* . I know , I know , I'll get me coat... :walking:


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #231339] Wed, 19 August 2009 22:34 Go to previous messageGo to previous message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Just realized, that the LBE gear and the AK chest rig are essentially the same item when combined with a belt... hmmm... guess I'll have to think of something else then.

I think the easiest way to change it is to replace an AR pocket on the LBE gear with a twin grenade pocket.


Edit:
Other vests I consider being mergeable with belts at the moment include the hunter vest, the biggame hunter vest and maybe even the sniper jacket. This would of course mean, that the basic versions of these three need some changes (specifically I need to erase the second row of pockets from the three basic vest variants). And it would also imply to add in several other belts (like a grenade belt, a belt for heavy sniper magazines...).

Hmm... I think I'll do that. It might be a bit unlogical to be able to wear two belts (one in the vest/belt merge and one as a "combat pack"), but the added versatility seems to be worth it.

[Updated on: Wed, 19 August 2009 22:47] by Moderator



Previous Topic: Alpha_Item_Mod_for_WF6.06 Part 2
Next Topic: Alpha_Item_Mod_for_WF6.06 Part 4
Goto Forum:
  


Current Time: Fri Sep 20 08:41:28 EEST 2019

Total time taken to generate the page: 0.01545 seconds