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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #236638] Tue, 03 November 2009 18:39 Go to previous messageGo to next message
Anonymous
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?
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #236646] Tue, 03 November 2009 20:08 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
herb0815
I just updated to V43. Somehow I can


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #236647] Tue, 03 November 2009 20:14 Go to previous messageGo to next message
Anonymous
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.
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #236651] Tue, 03 November 2009 20:48 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
I always found it rather annoying to store stuff inside other items. same was true for the old field ops armour for example... I always put stuff in there and then forgot about it... thus I simply decided that nothing can be stored inside.
The LBE items are stuffed with extra small and tiny pockets that more than make up for this storage loss, I think.


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #236654] Tue, 03 November 2009 20:53 Go to previous messageGo to next message
Anonymous
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.
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #236659] Tue, 03 November 2009 21:15 Go to previous messageGo to next message
Hairysteed

 
Messages:193
Registered:December 2007
Location: Finland
I haven't downloaded v43... I've edited my v42 too much to my personal preference to be inclined to go through the trouble of doing it all over again for v43 Razz

Found more boo-boos (not sure if they're still in v43):

-AR57:s lack an integrated retractable stock
-AR57 silenced accepts a flash suppressor
-Custom Colt uppers don't merge with several Colt lowers (9mm & .45 SMGs, M4 commando, XM177)
-L86 LSW has mag size of 42 (should be 30, there are no 42-round mags for the LSW, AFAIK)
-Old Aimpoint Projector is incompatible with tactical flashlight or griplight (I don't see why)
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #236662] Tue, 03 November 2009 21:36 Go to previous messageGo to next message
herb0815

 
Messages:18
Registered:June 2008
When using v43 none of your merges are working, no eagle items, aim combos,etc...

Just reinstalled v42. Everything just works fine with it.

As the installation is the same, I think I have intalled v43 correctly.

P.s.: I don

[Updated on: Tue, 03 November 2009 21:38] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #236663] Tue, 03 November 2009 21:43 Go to previous messageGo to next message
Logisteric

 
Messages:3381
Registered:December 2008
Location: B
sounds like sabotage - someone deliberately fucked up merges.xml :whythis:
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #236666] Tue, 03 November 2009 21:59 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Hairysteed
I haven't downloaded v43... I've edited my v42 too much to my personal preference to be inclined to go through the trouble of doing it all over again for v43 Razz

Found more boo-boos (not sure if they're still in v43):

-AR57:s lack an integrated retractable stock
-AR57 silenced accepts a flash suppressor
-Custom Colt uppers don't merge with several Colt lowers (9mm & .45 SMGs, M4 commando, XM177)
-L86 LSW has mag size of 42 (should be 30, there are no 42-round mags for the LSW, AFAIK)
-Old Aimpoint Projector is incompatible with tactical flashlight or griplight (I don't see why)


L86 has 42rnd capacity because I didn't like the AUG to be the only gun im game that uses 42rnd mags (seemed like a waste).

Colt uppers: yeah... involves some work and I didn't feel like doing it yet.

AR57s: I'll look into it.

Aim Point: will fix that one too


herb
When using v43 none of your merges are working, no eagle items, aim combos,etc...

Just reinstalled v42. Everything just works fine with it.

As the installation is the same, I think I have intalled v43 correctly.

P.s.: I don

[Updated on: Tue, 03 November 2009 22:01] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #236667] Tue, 03 November 2009 22:02 Go to previous messageGo to next message
Logisteric

 
Messages:3381
Registered:December 2008
Location: B
so which old hk does have forearm-ris?
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #236679] Tue, 03 November 2009 22:56 Go to previous messageGo to next message
herb0815

 
Messages:18
Registered:June 2008
Np, just take your time, v42b is allready amazing.

Looks like Brain has to wait some time until he can get his hands on a 40mm mortar. :diabolical:
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #236681] Tue, 03 November 2009 23:28 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Here a list of Item Sizes that will be used in the next Version:

34: ammo crates, full back packs (no more stuffing them into other back packs, or overloading vehicles)
33: Gas Tanks, empty backpacks, full vests and full combat packs
32: Tool kit, conversion kits, heads
31: Armour (vests and pants), LBE vests, combat packs, full thigh packs & belts
30: Helmets, thigh packs, belts
29: Rockets (RPG and Carl-Custaf)
28: 60mm shells
27: 43mm grenades, 40mm cylinders
26: 40mm grenades & shells
25: 20mm, 25mm and 40mm metalstorm clips
24: empty (undecided for now...)
23: bottles, canteen, stick grenade
22: mini rockets, crossbow bolts (that of course means, that the quiver will now take mini rockets as well)
21: ammo belts, med kit, claymore mine
20: drum mags, TNT/HMX, large attachments (like aiming modules, aimpointer, etc), ammo boxes
19: large handgrenades, large C4&C1
18: large mags, medium attachments (larger scopes, medium sized lasers, small aiming modules, etc), large knives
17: sniper mags, gas mask, first aid kit
16: AR mags
15: SMG mags
14: speedloader, regular grenades, stones, small attachments
13: short rifle mags
12: pistol mags, small C4&C1
11: small pistol mags, small grenades, throwing knives
10: tiny stuff (keys, money, marbles, etc...), tiny grenades (V40), shuriken


As you can see, some stuff will be changed, some stuff remains the same... not sure yet what size 24 will be used for, but I'll think about something... (pretty sure some items won't fit into other sizes).

Okay, back to work...


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #236698] Wed, 04 November 2009 03:55 Go to previous messageGo to next message
Hairysteed

 
Messages:193
Registered:December 2007
Location: Finland
RIS is available for at least G3 and MP5 series, so I'd assume they also fit on HK33 and HK53
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #236699] Wed, 04 November 2009 04:16 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Just finished reworking item sizes and pocket types.

Probably upload an update tomorrow (though not certain).

@herb: The merges seem fine... haven't tested them in-game, but in the XML everything looks as usual.


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #236709] Wed, 04 November 2009 10:10 Go to previous messageGo to next message
Starwalker

 
Messages:768
Registered:October 2005
Location: Hannover, Germany
smeagol
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).

There is one: add explosives to the pocket's restriction.
See, the restrictions are binary switches, so 256 for grenades really is 100000000 in binary, and the 512 for explosives is 1000000000. Just add the two (1100000000 in binary, or 768 10-based) and put the value (768) into pockets.xml manually(!). The XML-Editor is not able to handle such multiple restrictions, but the game's code can.
BTW, this is the only place where this works, you can not(!) give an item multiple classes in items.xml.


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #236710] Wed, 04 November 2009 10:11 Go to previous messageGo to next message
Starwalker

 
Messages:768
Registered:October 2005
Location: Hannover, Germany
Hairysteed
RIS is available for at least G3 and MP5 series,

Indeed.
http://www.btdeutschland.com/Handschienen.htm


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #236713] Wed, 04 November 2009 10:23 Go to previous messageGo to next message
Starwalker

 
Messages:768
Registered:October 2005
Location: Hannover, Germany
smeagol
Here a list of Item Sizes that will be used in the next Version:

34: ammo crates, full back packs (no more stuffing them into other back packs, or overloading vehicles)
33: Gas Tanks, empty backpacks, full vests and full combat packs
32: Tool kit, conversion kits, heads
31: Armour (vests and pants), LBE vests, combat packs, full thigh packs & belts
30: Helmets, thigh packs, belts
29: Rockets (RPG and Carl-Custaf)
28: 60mm shells
27: 43mm grenades, 40mm cylinders
26: 40mm grenades & shells
25: 20mm, 25mm and 40mm metalstorm clips
24: empty (undecided for now...)
23: bottles, canteen, stick grenade
22: mini rockets, crossbow bolts (that of course means, that the quiver will now take mini rockets as well)
21: ammo belts, med kit, claymore mine
20: drum mags, TNT/HMX, large attachments (like aiming modules, aimpointer, etc), ammo boxes
19: large handgrenades, large C4&C1
18: large mags, medium attachments (larger scopes, medium sized lasers, small aiming modules, etc), large knives
17: sniper mags, gas mask, first aid kit
16: AR mags
15: SMG mags
14: speedloader, regular grenades, stones, small attachments
13: short rifle mags
12: pistol mags, small C4&C1
11: small pistol mags, small grenades, throwing knives
10: tiny stuff (keys, money, marbles, etc...), tiny grenades (V40), shuriken

As you can see, some stuff will be changed, some stuff remains the same... not sure yet what size 24 will be used for, but I'll think about something... (pretty sure some items won't fit into other sizes).


From my post in the "Modding the New Inventory"-Thread:
Quote:
24 Mid-Large size, slim (42rnd magazines, Metalstorm magazines, Calico magazines)

Size 17 is 'Hand-sized, flat', which should not include a gasmask.
And size 26 is much too much for single 40mm /grenades/.

Did you ever read the list of sizes in the thread mentioned above?
http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=164627&page=1#Post164627

[Updated on: Wed, 04 November 2009 10:24] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #236726] Wed, 04 November 2009 13:22 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Yes I did. But as i stated above, the sizes in my mod won't work the same any longer. Thus I had to rework them completely.

That's why I also reworked the number of items that fit certain pockets. Wink


The player won't notice anything in game. If I had known that I could add item types to pocket restrictions, I possibly wouldn't have done all that tedious work of changing almost every item...
But as I already have done it, I think I'll keep it that way.

[Updated on: Wed, 04 November 2009 13:28] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #236731] Wed, 04 November 2009 14:26 Go to previous messageGo to next message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Currently uploading V44 and also started a new Thread.

Part 4 can be found here.


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #236744] Wed, 04 November 2009 15:23 Go to previous messageGo to next message
Hairysteed

 
Messages:193
Registered:December 2007
Location: Finland
Starwalker
Hairysteed
RIS is available for at least G3 and MP5 series,

Indeed.
http://www.btdeutschland.com/Handschienen.htm

Which kinda gets me wondering; How do you decide which weapons in the game accept attachments such as Rifle LAM:s and Grippods, since there are RIS handguards for almost every weapon out there?

Sorry for straying from the topic! :oops:

[Updated on: Wed, 04 November 2009 15:25] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #236745] Wed, 04 November 2009 15:43 Go to previous message
smeagol

 
Messages:2739
Registered:June 2008
Location: Bremen, Germany
Quote:
I haven't downloaded v43... I've edited my v42 too much to my personal preference to be inclined to go through the trouble of doing it all over again for v43 Razz


Maybe you'd like to share some of the changes you made. Maybe I include them into the next Version if I like them. Wink

Anyways, as stated above, I already openend a new thread, as this one's pretty much full...

Any new posts should be posted in Part 4.


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