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Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #254724]
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Thu, 24 June 2010 01:32
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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DepressivesBrotQuote:Edit: though someone should explain me, which file I need in addition to make the spreadpattern work, etc... (haven't worked with spreadpattern yet).
From a quick examination of the xmls (haven't actually worked with the patterns either) there is a SpreadPattern.xml that defines the patterns (which includes a rather long commentary about them) and a tag on every shotgun and every choke in items.xml which defines the used pattern, that's it.
Seems pretty simple, so it's likely I looked over something
Yeah, that's what I found as well. As the xml editor has no tag for spreadpatterns I had to add them manually. Hope I didn't screw it up. Well... I'll make a test run now with all three chokes and will see if there's a noticeable difference in the spread pattern.
Hmmm.... I can't find too much difference between firing buckshot with a choke and without one. Looks quite the same. :/
In addition, somehow the pockets for the LBE items got messed up. Looks like I have to rework those items as well. Jeez....
Edit:
Just great.... The whole pocket.xml//loadbearing.xml seems to be screwed up. The index numbers are correct, but somehow the prog misreads them. Dunno, I can't find the error. The numbers are correct, but in the game each and every pocket in the LBE items are displayed as different ones. Wow... I'm really pissed off right now. ARGH!
Well... seems I have to start over again from my last backup. :angry:
Edit:
Phew... it seems I could restore the pockets from V46.
[Updated on: Thu, 24 June 2010 02:33] by Moderator Report message to a moderator
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Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #254763]
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Thu, 24 June 2010 12:28
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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Jinxed
Wanted to ask about if you intended to be able to use the old aimpoint laser and the SDA or SDNV modules on the HK21 rifle together. I think with that combination and a rod&spring it makes an uber mg that overshadows all others.
Fixed this.
Quote:Is it intentional for the M1 Garand to be able to attach 7x battlescopes? It makes for an extremely capable rifle with lots of ammo supply (unlike the SVD/Scout) you start with, but feels kinda 'wrong'.
Also fixed (same for the Springfield M1903, that one won't take the 7x scope any longer, as well).
Also fixed the merges for the x-ray device, this will now actually work again (somehow the merge was messed up).
Next up are adjustments for grenade damage (probably add a couple of points).
Edit:
Added suffixes for grenades, so that those are ordered in the sector inventory according to groups:
G.I. -> grenade, incendiary
G.F. -> grenade, fragmentation
G.M. -> grenade, mustard gas
G.St.-> grenade, stun
G.Sm.-> grenade, smoke
G.T. -> grenade, tear gas
makes equipping a bit more convenient.
Okay, one more item to add, then I'll uplaod V47.
[Updated on: Thu, 24 June 2010 14:22] by Moderator Report message to a moderator
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Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #254982]
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Sun, 27 June 2010 03:10
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Jinxed |
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Messages:238
Registered:October 2008 Location: Land of Skanks and Cottag... |
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Will do. I shall brainstorm any misc items the mod could benefit from as well. Possibly grenades. I still think that anything short of EOD or Dragonskin should just about save your life if you have a close encounter with a grenade, leaving you pretty messed up but alive. Trouble is AI tends to be ultra accurate with them.
Also, considered expanding the armor plates? There are many models, various materials used. Flexible Trauma plates made out of Spectra.
[Updated on: Sun, 27 June 2010 03:15] by Moderator Report message to a moderator
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Sergeant 1st Class
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Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255008]
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Sun, 27 June 2010 15:13
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DepressivesBrot |
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Messages:3658
Registered:July 2009 |
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smeagolThe Cx4 is the one (I think Kaerar made) from 1.13.
Ah, I went directly from v46 (which had an old version) to v47, didn't notice there was an improved version in standard 1.13.
silversurferThis gun is way to heavy for a single person to carry around all the parts and ammo.
Totally agree. Unless (semi) stationary weapons are implemented, MGs beyond 7.92 are ridiculous. (Although I think the new Russian 12.7mm KORD can be operated on a bipod...)
silversurferThere is no animation anyway to fire stationary machine guns as far as I know.
Oh, there was this guy who did some, perhaps half a year ago. But I don't know
a) if they fit the rest of the animations or already were 'improved'
b) if he provided usable animation files or just previews.
Oh well, I already commented on animators tendencies to go AWOL, so leave it with that.
Additionally, animations are worthless without code to use them, so :whoknows:
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