Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » AIMNAS Archives » Alpha_Item_Mod_for_WF6.06 Part 3
|
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #235302]
|
Fri, 16 October 2009 22:51
|
|
Schmidt |
|
Messages:30
Registered:September 2009 Location: Br |
|
|
Queen spit looking like a flamethrower.. meaning, in game, she would spit flames? That'd be cool..
Changing stats, is it not enough to replace the items.xml definition with the one from original wildfire. Perhaps I should change weapons.xml too?
Please, anyone, point me somewhere where can I find out what tilecache is too..
----------------
While trying to make some of the merged items, I have a problem. I have a level 5 merc with 99 mec and 91 dexterity trying to merge reflex sight and battlescope.. and he can't cut it. Is level 10 and 100 mec required, or is that a bug?
[Updated on: Fri, 16 October 2009 23:00] by Moderator Report message to a moderator
|
Private 1st Class
|
|
|
|
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #235316]
|
Sat, 17 October 2009 01:06
|
|
Schmidt |
|
Messages:30
Registered:September 2009 Location: Br |
|
|
Ok.. thanks. For future reference, is there a FAQ somewhere.
I'm fine with the queen spit as flame issue.
This may sound a tad arrogant*.. in another thread I mentioned how I found the weapon stats inaccurate. Apart from that, I really love your mod and appreciate the work that has gone into it.
It's just that I follow the US gun culture scene a bit, and am what people call pedant or perfectionist.., and have read a lot about guns and ammo(it's a bad habit I guess).
Would you mind me checking things a bit and correcting the stats for your mod? Ideal would be if we could devise a formula converting between MOA and in-game accuracy stat. The best accuracy is 0.1 moa ~ 100 yards (translates to 1/10 inch). Military sniper rifles range around 1/4 to 1, rifles maybe 1.5-3. AK's are 3 at best, while for AR rifles it's 0.5-2. Western AK-style rifles are much better though, almost as good as AR's apparently.
Mostly they seem ok, but I believe some are way off the mark. For example, AK reliability is not much higher than for sa.vz.58. Back in 1960's when they did test them for the Czechoslovak People's Army, after firing tens of thousands of rounds, no cleaning, the AK was fine, but the vz.58 broke one part, I think it was striker. It's a lighter weapon. Didn't jam otherwise, but the reliability in game is 0, If I am not mistaken.
Bobby Rays asking 2000$ for a Mosin is sort of outrageous, as one could get a cleaned up, refurbished one for less than 700$.. and stuff like that. Untouched milsurp goes for 200$ a gun.
The 5.7mm ammo is not that effective. I've read that on tests, it was about equal to the .22WMR cartridge, and did not fragment or tumble much. So, making it just a little less damaging than a cartridge with speed 30% higher(~translates to 70% more E-kinetic) isn't really fair. It is mighty handy, but it's a pistol, not a rifle cartridge..
Only F&N's PR department would have you believe that... same goes for the 4.6mm. Both are basically nothing more .22 magnum ammunition with some fancy AP bullets. But H&K gets great press from CS players. (and reputedly hates the gun-buying civilians, refusing to sell them most their kit and thumbing their noses at complaints see: http://larrycorreia.wordpress.com/2007/10/09/hk-because-you-suck-and-we-hate-you/)
I would do this for myself, but I'd be much more inclined to do it right and thoroughly if I knew it'd be used by others..
BTW, how far on your to-do list is including .22 caliber guns ? They're not usually used by the military, but they can be pretty silent**, they're inexpensive, and ammo is especially cheap. Some, like the 1200 rpm American-180 might be pretty deadly. (basically a .22LR machinegun.. actually digs through body with multiple hits to the same spot..). If it's just making STI files and stats..and far down your to do list.. I may find a time to put in the basics. My photoshop skills are mainly around editing photos and enlarging ladies' assets in them, but I know my way around the editor. Can't draw shit though.
*for some reason, everytime I open my trap online, it comes out as arrogant or just supercilious. I'm polite in real life though.
**favorite of sneak assasins. You can shoot someone as he's answering the door and neighbours won't hear. Three .22 rounds to the head drop anyone.
Report message to a moderator
|
Private 1st Class
|
|
|
|
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #235342]
|
Sat, 17 October 2009 14:43
|
|
smeagol |
|
Messages:2705
Registered:June 2008 Location: Bremen, Germany |
|
|
HairysteedI've noticed how most guns will take an AN/PEQ-2 and a 7x scope combo/4xACOG combo separately, but not an aiming module consisting of the two. What's up with that?
Well, the reasoning behind that, is that the Aim III-X originally containing the Rifle-LAM&Flashlight combo only went to guns with double rails. I kept this to somehow balance the two Aim III modules. Otherwise there would be no reason to use the Aim III instead of the Aim III-X. The Aim III-X is thus limited to guns with double rails (like HK416/417 series, SCAR, certain M4/M16 variants, etc...).
The real power of guns comes from the attachments these guns can take. And because the Aim III-X is one of the best attachments, I think it is another way to underline the strength of certain guns.
It's not completely thought through, and I might alter some guns. So, feel free to drop suggestions, which guns should be able to take the Aim III-X.
Report message to a moderator
|
|
|
|
|
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #235391]
|
Sun, 18 October 2009 11:08
|
|
Starwalker |
|
Messages:759
Registered:October 2005 Location: Hannover, Germany |
|
|
In basic 1.13 Rifle-LAMs are able to be attached to guns that have a RIS available, even if that is not shown or described in the gun's pic and/or description. For example, there's a RIS for the G3 rifle, and thus it should be able to mount a Rifle-LAM in basic 1.13. I'd guess that Smeagol extended this behavior to his mod.
The Old Aimpoint Projector is indeed not attachable to the MG3, because it has the H&K clamp-mount. Thus it should only fit guns with the older H&K receiver (G3, G3K, MP5, HK21, HK23).
Report message to a moderator
|
|
|
|
|
|
|
|
|
|
|
|
|
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #235795]
|
Fri, 23 October 2009 22:09
|
|
|
I have a simple question about the ammo donkeys. Since I can buy ammo donkeys from bartenders, are they just boxes? If so why are they $500?
Report message to a moderator
|
|
|
|
|
|
|
|
|
|
|
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #236519]
|
Sun, 01 November 2009 19:42
|
|
smeagol |
|
Messages:2705
Registered:June 2008 Location: Bremen, Germany |
|
|
I'm trying to find a pic of a small calibre mortar. I had the idea to add a mortar for 40mm grenades (yeah, I know, such a thing apparently doesn't exist... but it would be quite useful in game, closing the gap between UGLs and real mortars. And who wouldn't like to shoot 40mm grenades with a mortar :moosegrin:).
My web search discovered a 37mm Soviet Spade Mortar and there's apparently also a small calibre Iranian marsh mortar. So, small calibre mortars are in fact possible. Only thing is, that all the mortar pics I found around the net suck. I tried to convert the 2 inch British commando mortar from WW II, but the pic just looked awful... so if anyone out there has a pic I could use, drop me a line.
Edit:
Okay, I'll use this pic, until someone shows up with a better one.
[Updated on: Sun, 01 November 2009 20:03] by Moderator Report message to a moderator
|
|
|
|
|
|
|
|
|
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #236556]
|
Mon, 02 November 2009 14:57
|
|
Hairysteed |
|
Messages:193
Registered:December 2007 Location: Finland |
|
|
Found a boo-boo: Reddot LAM - SMR is not incompatible with a lot of laser sights
[Updated on: Mon, 02 November 2009 15:01] by Moderator Report message to a moderator
|
Staff Sergeant
|
|
|
|
|
|
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #236634]
|
Tue, 03 November 2009 17:00
|
|
smeagol |
|
Messages:2705
Registered:June 2008 Location: Bremen, Germany |
|
|
Fixed the merges.
Also changed the gun sling pocket on combat packs slightly (including new pic for the silhouette). This pocket now will no longer take guns with size 8 or 9 (large rifles, MGs, anti-material rifles, and such things). If you want to carry such a huge gun, you'll have to use the default gun sling.
I'm also trying to rearange item sizes, so that the 40mm shells will fit into 40mm grenade pockets. But this could cause quite some trouble... (shells are type explosive, whereas grenades obviously are type grenade, and the pockets have restrictions, which item type they will take. But if I remove the restriction, some strange items would fit into grenade pockets... ah well... have to give this some thought. Maybe I'll find a solution that is managable without having to adjust each and every item size).
Also discovered some LBE items that had wrong sizes.
LBE items now have the following sizes:
Thigh packs -----> size 21
vests -----------> size 23
combat packs ----> size 23
backpacks -------> size 26
[Updated on: Tue, 03 November 2009 17:01] by Moderator Report message to a moderator
|
|
|
|
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #236638]
|
Tue, 03 November 2009 18:39
|
|
|
Smeagol I had a question about the tool kits too. In regular 1.13, I was able to store items such as: quick glue, duct tape, and lockpicking kits in tool boxes. In your modification, I am currently unable to do that. What gives?
Report message to a moderator
|
|
|
|
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #236647]
|
Tue, 03 November 2009 20:14
|
|
|
I usually just have my mechanic carry the items that are necessary for merges. It was a nice addition to be able to store the stuff in a tool box (just like real life). If my mechanic fights in a battle he would just drop the tool box rather than lug it around. All my shit was in one place. Instead of carrying a tube of glue in a vest pocket that could house numerous MORE useful items.
Not a problem, just nice to have.
Report message to a moderator
|
|
|
|
|
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #236654]
|
Tue, 03 November 2009 20:53
|
|
|
You are right on the memory loss associated with the field ops armour. I would store brak lights and camo kits in them then totally forget.
The L.B.E. items are more than sufficient for storage. I was just thinking about it when I was getting some electrical tape out of my tool box at home.
Report message to a moderator
|
|
|
|
Pages (11): [ 10 ] |
|
Goto Forum:
Current Time: Fri Mar 29 08:06:29 GMT+2 2024
Total time taken to generate the page: 0.03240 seconds
|