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Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #256590]
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Sat, 17 July 2010 19:11
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Minty |
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Messages:110
Registered:July 2009 Location: UK |
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Well.. Considering the last time the XML editor got updated was for NIV (If I recall correctly), I'm not going to hold my breath..
And yeah, that's what I meant about multiple tags, Surfer. If someone loads up an Items.XML with the extra tags into the XML Editor, it's likely to throw a fit, break the XML file, or both. But then, most people who fiddle with the guts of JA2 realise that extra tags tend to break the Editor..
And Brot's exactly right. No extra coding needed. It's just an extra tag in the relevant parts of AttachmentSlotAssign.XML, as I recall. Basically, you can set specific attachments to add AND remove slots from a weapon.
Say you wanted to have a rail-kit for older M-16 type weapons.. Have a slot designated specifically for kits and such, and have the kit, when it's attached, remove all the normal M-16 slots, and replace them with a standardised set of quad-rail slots. Same way that you can set an ACOG (and only an ACOG if you want) to add a slot on top of itself that only accepts reflex sights.
VERY nifty stuff.
Hell, if you wanted to get uber-nifty.. You could have a several different calibre grenade launchers attachable to a single slot, and depending on the actual GL attached, it would allow different grenades. Or how about a removable underslung Metalstorm GL?
The possibilities, they are endless.
Edited to spell Surfer properly.
Edit2: Brot, you ninja you!
[Updated on: Sat, 17 July 2010 19:15] by Moderator Report message to a moderator
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Sergeant
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Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #256971]
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Tue, 20 July 2010 15:48
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finesse |
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Messages:5
Registered:June 2010 |
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DepressivesBrotWelcome to the Pit, finesse :wave:
Quote:Is it possible to combine single 40mm grenades for the m79 to the 6shot milkor bundles?
No, not at the moment. Once AIM supports NAS (which is currently in beta), bundled nades won't be necessary anymore as you'll be able to load single grenades as you like. But for now, you can only combine two 'bundles' of the same type to fill them up
Yeah thought that was the case, thanks.. Didn't know about combining stacks though, thats handy.
I've played around with NAS, I can't believe how excited I am at the thought of AIM+NAS even though I'll be playing through the game once again! Hehe
Cheers for the welcome, Im one of those long time readers, first time posters around here. It takes me a while to warm up to a forum and sign up
[Updated on: Tue, 20 July 2010 15:51] by Moderator Report message to a moderator
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Private
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Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #256987]
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Tue, 20 July 2010 19:44
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It's time for the best modders to collaborate to the fullest extent. This is what I have been wanting for a very long time.
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Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #256989]
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Tue, 20 July 2010 19:55
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No, you have more ideas coming to life. More innovations. Less bugs due to different areas of expertise. Larger mods. More progress. It becomes a team. It becomes people coming together for a common goal. It is motivation to stay at the task at hand.
Who is more dangerous?
1 angry man
or
10 angry men
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Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #256999]
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Tue, 20 July 2010 21:16
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Logistericyou are wrong
you get more discussions and less results (everyone wants his stuff IN)
more wouldbe chieftains and less indians (as it is there is a lot of cooperation)
i never understood the idea of the-great-unified-mod (the idea is brilliant for physics, but i doubt for modding)
More discussion less results is better quality feaures, but more results less discusion is less quality features
Also, features are introduced in a more timely fashion. They would also be much more compatible.
This is soley just an opinion though.
There would be coders, animators, xml workers, item adders, externalizers, sti creators. bug testers, interface tweakers, innovational brainstormers. quest workers, npc/rpc adders, cosmetic changes. et cetera et cetera.
Then have a meeting at least once a week regarding progress of the modification. This would also solve a lot of compatiblilty issues regarding the forementioned idea of more chieftains and less engines. A certain hierarchy would definitely have to be adopted, based on prior mod experience, contributation to the cause, and seniority.
You know we are a vast diverse community with view points from all around the world. We really should get together and accomplish something that has never been done before.
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