Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » AIMNAS Archives » Alpha_Item_Mod_for_WF6.06 Part 4
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255753] Thu, 08 July 2010 22:44 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
datakurs
Smeagol, sorry for another dummy question but what do the files do in Radarmaps folder? If I want to play your 2 big maps, is it enough to use the ones from the Maps folder?
Your new AIM additions sound good Smile



I haven't done a new radarmap for the Drassen Mine sector. The map can be played with the regular radar map, though the radarmap of course doesn't fit what you actually see in the map. But I think for testing the map, it is okay, as the radarmap only shows the upper corner anyways...


The radarmaps are the small maps you see in the lower right in tactical view.




Quote:
Hi I have a little question. AIM adds completely new materials into the game that are not available in WF ? Or only arms and equips mercs & enemies with goodies inside WF ? Thanks in advance.



Well, basically AIM is an item mod based on the WF Mod for 1.13. It adds quite a large selection of new items. If you liked the WF Mod and love to play with a lot of stuff to choose from, try the AIM mod.

It is recommended to play with New Inventory and Tons of Guns (a lot of items I added are LBE items). For a more or less complete merge list, see page 1 of this thread.


Edit:

Yes, I know, I said earlier on several occassions that I wouldn't add any more 5.56 guns... guess what, I did... just added the Negev LMG.

http://img717.imageshack.us/img717/5825/negev.gif



Edit2:
Low Budget Sniper Rifle: OTs-48k

http://img205.imageshack.us/img205/606/ots48k.gif



Hmmmm..... think it's time to make a new pic compilation as a teaser...

[Updated on: Fri, 09 July 2010 15:08] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255779] Fri, 09 July 2010 15:38 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
Here we go... Some of the new items in AIM as a nice pic compilation:


http://img708.imageshack.us/img708/3834/aimitems1.gif


Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255782] Fri, 09 July 2010 16:04 Go to previous messageGo to next message
Slax

 
Messages:1432
Registered:July 2006
Location: People riding polar bears...
Black on blue. My eyes, THEY BURN!

Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255783] Fri, 09 July 2010 16:17 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
Then here it is again for you with a white background. Wink


http://img805.imageshack.us/img805/222/aimitems1b.gif


Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255790] Fri, 09 July 2010 16:59 Go to previous messageGo to next message
Hairysteed

 
Messages:193
Registered:December 2007
Location: Finland
Negev looks like a belt-fed Galil Razz
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255791] Fri, 09 July 2010 17:27 Go to previous messageGo to next message
MC246

 
Messages:9
Registered:July 2010
Anyone else notice that Sculy is without skills. I think the best merc in the game must have skills Wink.
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255792] Fri, 09 July 2010 17:27 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
Hairysteed
Negev looks like a belt-fed Galil Razz





http://world.guns.ru/machine/negev_1.jpg



http://world.guns.ru/assault/galil-arm-r.jpg




Well.... they look quite similiar.




Quote:
Anyone else notice that Sculy is without skills. I think the best merc in the game must have skills wink.


Scully has automatic weapons and knifing.

[Updated on: Fri, 09 July 2010 17:34] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255794] Fri, 09 July 2010 17:39 Go to previous messageGo to next message
MC246

 
Messages:9
Registered:July 2010
sorry something in my instalation is not right all mercs are without skills , again sorry.

[Updated on: Fri, 09 July 2010 17:41] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255801] Fri, 09 July 2010 21:00 Go to previous messageGo to next message
Deadman

 
Messages:39
Registered:March 2008
Location: Germany
i use ja2svn(newest)+ham3.5+stomp+wf6.07+AIM

question: How do I know that the Data-AIM is working?

1. When i put the Data-AIM as the Last in VFS.ini, the Mercs have no skills.
2. When i put it as second last, and my Data-HAMSTOMPWF as last, my mercs have skills. and because i want to have skills i use "2." but is the Data-AIM still active then? how do i know. what weapon or Item must be there, so that i know Data-AIM is working?
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255804] Fri, 09 July 2010 22:39 Go to previous messageGo to next message
Sorkvild

 
Messages:14
Registered:June 2009
Same thing here :/

Is MP-40 available in AIMv46 or was it implemented in V48 ?
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255806] Fri, 09 July 2010 22:56 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
MP40 got added in V48.

To make sure you're running the right version of AIM, I suggest you check with XML editor (you'll need to change the xmleditor.ini accordingly to direct the editor to the Data-AIM folder, or what ever you named it), what the last added item is, it should be something around item ID 2260 (Puma .454, think that was the last item I added for the last upload).

Then you could add such an item to the starting gear of a merc and see if it appears in the A.I.M. roster in-game (you probably want to add the item to a guy who has few items as starting gear, otherwise it may not be visible in the item list).


I might upload a newer version soon though...



The mercs with no skills is a new bug, never heard of it, in my game everything works fine, guess something got screwed up on installation...


Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255807] Fri, 09 July 2010 23:02 Go to previous messageGo to next message
Sorkvild

 
Messages:14
Registered:June 2009
Regarding no skills... I just grabbed single click installer for a better conveniency, the one with maps only because I like mercs that left.
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255808] Fri, 09 July 2010 23:19 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
Uploading V49 now. Upload complete... V49


Enjoy.




I changed Barrys starting gear a bit (if he now has a Bizon PP-19 as his gun, you know that you're playing with V49).

[Updated on: Fri, 09 July 2010 23:24] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255828] Sat, 10 July 2010 06:53 Go to previous messageGo to next message
Kaerar

 
Messages:2044
Registered:January 2003
Location: Australia :D
Slax
Black on blue. My eyes, THEY BURN!

LOL if you made guns you'd be used to it by now Very Happy

Just be glad it's not Civ II editing as they used Magenta Surprised


Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255844] Sat, 10 July 2010 13:39 Go to previous messageGo to next message
Hairysteed

 
Messages:193
Registered:December 2007
Location: Finland
smeagol
Well.... they look quite similiar.

Oh yeah! They're both black Razz

[Updated on: Sat, 10 July 2010 13:40] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255845] Sat, 10 July 2010 13:41 Go to previous messageGo to next message
lockie

 
Messages:3812
Registered:February 2006
Location: Scotland
Quote:
Originally Posted By: smeagol
Well.... they look quite similiar.

...about as much as Galil and FN-FNC. Take a look at the gas tube placement for example! Are you sure you didn't just take a Galil and slap a belt pouch on it?

:crazy:

Wow , some of you guys really take realism tooooo seriously... Smile



Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255851] Sat, 10 July 2010 13:59 Go to previous messageGo to next message
tais

 
Messages:672
Registered:February 2008
Location: NL
I have a weird problem, i installed the STOMP, HAM3.5, WF and AIM single click installer and played it for a while, then i installed AIM48 over it, should work right?
now i have mercs with 416's, m40a1's, ghillie suits, dyneema and other stuff whining that they have inferior equipment :/
could it be because i resumed a save game from before the upgrade?

oh and mp40's are standard issue in arulco nowadays? Razz


Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255852] Sat, 10 July 2010 14:35 Go to previous messageGo to next message
Kaerar

 
Messages:2044
Registered:January 2003
Location: Australia :D
More than likely the attributes in the save are all wrong. Then again it could be a mix/mash of the xml's causing it Wink


Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255853] Sat, 10 July 2010 15:22 Go to previous messageGo to next message
tais

 
Messages:672
Registered:February 2008
Location: NL
guess it's the xml's i started a new campaign and shadow started whining about his own "great equipment" halfway to drassen airport Sad
i also noticed shadow hasn't got his camouflage on so i think that sci + patch = b0rked installation :/


Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255854] Sat, 10 July 2010 16:34 Go to previous messageGo to next message
Deadman

 
Messages:39
Registered:March 2008
Location: Germany
i use "SCI_STOMP_HAM3.5_WF_AIM" put on V49 and it works if AIM comes after HAMSTOMP_WF in vfs_config.JA2113-HAMSTOMP_WF.ini.
(Barry had the bizon and a NADA Item index.1867)
changed the XMLEditorInit to Data-AIM and there was all the Stuff.

But there were no skills. i tried the JA2_1.13_STOMP1.0ALPHA_HAM3.5_COVER_PATCHED.exe and the JA2_1.13_STOMP1.0ALPHA_HAM3.5.exe.

any idea? maybe move some folder from HAMPSTOMP_WF to AIM?

[Updated on: Sat, 10 July 2010 16:37] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255855] Sat, 10 July 2010 16:51 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
Try to find out if the game reads the merc data from the binarydata folder (the prof_XXXXXX.dat files) or from the mercprofiles.xml. There should be an ini setting somewhere for this (like use externalized mercs or somesuch...).

It seems that one of those is screwed up.



Quote:
oh and mp40's are standard issue in arulco nowadays?


Yupp... seems MP40s were even used in the Balkan wars in th 90's. I think they fit the south-american banana republic setting quite well. You'll only encounter those on the first progression levels though...

Quote:
guess it's the xml's i started a new campaign and shadow started whining about his own "great equipment" halfway to drassen airport


Yeah known issue... this is not supposed to work as it should. Dunno why this bugger complains about his own stuff...


Quote:
i also noticed shadow hasn't got his camouflage on so i think that sci + patch = b0rked installation


He has no longer camo skill. I ditched camo skill and gave the formerly camoed guys camo equipment and replaced the camo skill with a different skill. Once STOMP gets into main code, expect an overhaul on the Merc skills anyways...

Quote:
...about as much as Galil and FN-FNC. Take a look at the gas tube placement for example! Are you sure you didn't just take a Galil and slap a belt pouch on it?


Yeah, that's what I did and I also modified some smaller details as well (the barrel on the Negev for example is sligthly longer and the muzzle is different).
It is hard to find a good side view of a Negev. In my opinion it looks okay and is different enough from a Galil to distinguish them. Also they are in the same weapons family, so certain similarities are nice to have in my opinion (like same folding stocks on IMI weapons for example).


Quote:
Barry had the bizon and a NADA Item index.1867


The NADA item is supposed to be a "nothing" item. It is rather difficult to tell in the XML which nothing item is actually equipped, as there are a lot of nothing items atm in the XML. I might overwrite those with different items, especially those above index number 1400 (1400 is the mark I began to add items at... I left out some numbers to have room for additions, like after the C-Mag guns... didn't feel like making more C-Mag guns at the time, but felt it necessary to have some free space after the ones I added... So, when I add a "nothing" item to the merc gear, it is quite possible, that it is one that was formerly used up by a different item that I scrapped... like the LBE gear - belt combinations for example.... though it's weird that this item actually shows up in Barrys gear, which it shouldn't...) :headscratch:

Ah well... just ignore it. ^^



Edit:
Currently doing some cosmetic work on several pics (like the big pics for the 43mm grenades, which were just 3 pixels too big, in BR inventory they always kept overlapping the box of the item for example. I reduced the item height to 45 pixels, now they fit in just fine).

[Updated on: Sat, 10 July 2010 18:02] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255857] Sat, 10 July 2010 18:22 Go to previous messageGo to next message
Deadman

 
Messages:39
Registered:March 2008
Location: Germany
i just checked the MercProfiles.xml and i found out that from AIM V49 there are only 2 skills pro merc and that HamstompWF had those old 2 and new 3.

MercProfiles.xml (HamStomp_WF/Tabledata)
0
3
1
8
8
17
11

MercProfiles.xml (AIM/Tabledata)
0
3
1
11
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255858] Sat, 10 July 2010 18:31 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
So it's a STOMP mix up issue.

I currently don't use STOMP, thus I use the old skills. So that's why it gets messed up.

Just delete the mercprofiles.xml from the AIM/tabledata and you should be fine (just in case, maybe rename it to something like 1mercprofiles.xml... just in case).


Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255863] Sat, 10 July 2010 19:57 Go to previous messageGo to next message
Deadman

 
Messages:39
Registered:March 2008
Location: Germany
Yes. i renamed it and put stomps mercprofile in it. and now everythings back to business. thank you. much love. keep up the great work!!!
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255865] Sat, 10 July 2010 19:59 Go to previous messageGo to next message
MC246

 
Messages:9
Registered:July 2010
Quote:
Yupp... seems MP40s were even used in the Balkan wars in th 90's.


I think you are wrong about that all east block countries has a good weapon prodution at 80's , so there is a great reserve of weapons soviet license , and not to many old weapons they are very valuable as colections -> with the price of one of these you will buy at lest few AK-74 , even AK-47 is not in common use .
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255866] Sat, 10 July 2010 20:04 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
MC246
Quote:
Yupp... seems MP40s were even used in the Balkan wars in th 90's.


I think you are wrong about that all east block countries has a good weapon prodution at 80's , so there is a great reserve of weapons soviet license , and not to many old weapons they are very valuable as colections -> with the price of one of these you will buy at lest few AK-74 , even AK-47 is not in common use .



quote from our favourite gun site: It also must be noted that many MP-40 that survived the WW2, continued to serve up until late 1970s or early 1980s, in few European armies such as Austrian or Norwegian.

quote from wikipedia (yeah, I know... but still...):
* The Norwegian Army used the MP 40 from 1945 until about 1970 and other parts of the Norwegian armed forces, such as the Norwegian Home Guard, still issued the MP 40 up into the early 1990s.

* Some MP 40s were in use by the Kosovo Liberation Army in the Kosovo War in 1999.


So, I think it is valid to find those guns in Arulco as left overs...



Edit:

Added 43mm Illumination grenades for the GM-94.


Added the 7.62x54R Match ammo from 1.13

[Updated on: Sat, 10 July 2010 20:45] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255882] Sat, 10 July 2010 22:57 Go to previous messageGo to next message
Jinxed

 
Messages:238
Registered:October 2008
Location: Land of Skanks and Cottag...
Smeag, did I miss something or... What is WF 6.07 on your skydrive?
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255886] Sat, 10 July 2010 23:21 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3704
Registered:July 2009
Two small things I noticed:
1) the 'mod. scope, 2x Combo' is missing the inseparable flag
2) is the HK G3KA4 really supposed to take the AG 36? Thought the old HKs only had the HK79.


Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255892] Sat, 10 July 2010 23:44 Go to previous messageGo to next message
Jinxed

 
Messages:238
Registered:October 2008
Location: Land of Skanks and Cottag...
Sorry to post about this again...

Just don't want to miss out on anything. I ripped out maps and radar maps tilesets and tilecache and tabedata from your WF 6.07 WF data folder but these are older maps... as I can see in the strategic map. Then when the first map loaded it was full of laundry hangars... Literally hundreds of them lol
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255894] Sat, 10 July 2010 23:59 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
DepressivesBrot
Two small things I noticed:
1) the 'mod. scope, 2x Combo' is missing the inseparable flag
2) is the HK G3KA4 really supposed to take the AG 36? Thought the old HKs only had the HK79.


yeah, found the mod. scope thing as well and had already fixed this.

Not sure about the HK G3K. Will investigate if it can use an Ag 36 or not and if necessary fix it.



Quote:
Sorry to post about this again...

Just don't want to miss out on anything. I ripped out maps and radar maps tilesets and tilecache and tabedata from your WF 6.07 WF data folder but these are older maps... as I can see in the strategic map. Then when the first map loaded it was full of laundry hangars... Literally hundreds of them lol



WF 6.07 was supposed to be a more or less one-click installer with both WF6.06 maps and the then latest AIM (think either V47 or V48). It really isn't a new thing... When I get around to actually do a serious one click installer, I'll write a note about that, don't worry.

The laundry hangars thing is a known tileset issue. Happens when the game uses the original 1.13 tilesets instead of the WF ones.

[Updated on: Sun, 11 July 2010 00:01] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255895] Sun, 11 July 2010 00:02 Go to previous messageGo to next message
Jinxed

 
Messages:238
Registered:October 2008
Location: Land of Skanks and Cottag...
I just thought it was national laundry day in Arulco.
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255956] Sun, 11 July 2010 16:51 Go to previous messageGo to next message
walbers23

 
Messages:36
Registered:March 2009
Location: Qingdao, China
would someone be kind enough to recap installation of AIM 49? i'm running JA2+ham 3.5+Stomp 1.0+WF+ an older version of AIM but not quite sure how to add in the latest version of AIM. thanks for your help. does it get added into the Data folder or the Data 1.13 folder? thanks rgds, will
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255957] Sun, 11 July 2010 17:04 Go to previous messageGo to next message
tais

 
Messages:672
Registered:February 2008
Location: NL
I dropped everything into the DATA-HAMSTOMP folder but after that i started to get the weird inferior equipment errors so i don't know if it's gonna work very well...


Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255958] Sun, 11 July 2010 17:05 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
walber23
would someone be kind enough to recap installation of AIM 49? i'm running JA2+ham 3.5+Stomp 1.0+WF+ an older version of AIM but not quite sure how to add in the latest version of AIM. thanks for your help. does it get added into the Data folder or the Data 1.13 folder? thanks rgds, will



If you already have an AIM version, installation is quite easy:

Grab the latest AIM file from my skydrive (download link in my signature). Unzip this with 7zip into the Data folder your game uses (if you don't have extra Data-Folders for mods, then you'll have to put the stuff into Data-1.13). Make sure you extract the folders in the archive (like bigpics, tabledata, tilesets, etc...) directly into the Data folder (I think in latest AIM versions I put the files into an AIM folder instead of just packing them... hope this makes any sense... feel a bit brainwashed today thanks to insomnia :/ ).

Anyways, when your computer asks to overwrite files, say yes to all.


Start a game and look at the AIM rooster. If Barry has a Bizon PP-19 as his gun, you know that you did everything in the correct way.


Hope this helps. Smile


Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255959] Sun, 11 July 2010 17:25 Go to previous messageGo to next message
walbers23

 
Messages:36
Registered:March 2009
Location: Qingdao, China
smeagol, thanks for the quick reply. i have the following folders in a JA2 folder where the exe i use (ja2 1.13-stomp1.0-ham3.5-cover-patched) to run the game resides: data, data 1.13 and data-Hamstomp. i did the 7 zip unpack and i believe that went into the data file. that didn't work. then i manually put everything into the data 1.13 folder but that didn't show up either.

i also have a wildfire folder but not sure if i should be sticking anything in there.

any further suggestions? thanks

regards
will
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #255960] Sun, 11 July 2010 18:20 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
Maybe you want to put that stuff into the Data-HAMSTOMP folder.


I'm not sure what your setup looks like, if you use vfs for example (though honestly, I never was too good at setting up the stuff myself, so I might not be the best advisor on actually installing this stuff ^^).


But make sure, that you copy the subfolders in the AIMV49 folder directly into the data folder of your choice (that's what I wanted to say in the post above).

So, the data structure should look like this for example:
Data-XXXXX\tabledata and not Data-XXXXX\AIMV49\tabledata (where XXXXXX stands for the data folder your game uses).


In your main JA2 folder, there should be a JA2.ini, that file tells the game from where to load its data. So you probably want to put the AIM stuff in the data folder poiunted at in this file (unless of course you use VFS, which would also appear in the ini file).


Hmmm.... hope this helps.


Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #256137] Tue, 13 July 2010 18:21 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
Added the CheyTac Intervention M200 (including ammo, with recoulored pics of the Lapua ammo box and the old 12.7mm mags).


Edit (added image):

http://img819.imageshack.us/img819/33/cheytacandammo.gif


Edit 2:

currently adding the Vepr 12 tactical shotgun (will be able to accept a Kobra and Corsak Laser as attachments).

http://img713.imageshack.us/img713/100/vepr12.gif

[Updated on: Tue, 13 July 2010 21:23] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #256160] Tue, 13 July 2010 22:50 Go to previous messageGo to next message
K0ukku

 
Messages:190
Registered:December 2009
Awesome job Smeagol. I love how you guys make this game better and better!

Regards,
Koukku
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #256170] Wed, 14 July 2010 00:49 Go to previous messageGo to next message
walbers23

 
Messages:36
Registered:March 2009
Location: Qingdao, China
smeagol, thanks for the help with installing AIM. that did the trick on weapons. i ran into the same issue with merc profiles as mentioned by someone earlier so i replaced the mercprofile file as you suggested. Barry seems unable to unlock anything though.
thanks again for your help....love your work. rgds, will
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #256235] Wed, 14 July 2010 20:04 Go to previous messageGo to previous message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
Possibly a useful ressource for people:



Gun List for AIM sorted by calibre.

.22 LR
- American-180
- Armalite AR-7 Survival Rifle
- Hi-Standard HDM
- Ruger 10/22

.38 SPC
- S&W Model 64
- S&W Chiefs Special

.357
- Barracuda
- Colt Python
- Desert Eagle .357
- Manurhin MR-73
- Manurhin MR-96
- Modified EMF Hartford 6 Shooter
- Puma .357

.40S&W
- Beretta 96FS Brigadier
- Beretta Cx4 Storm
- CZ-75B
- FN Browning HP-35 .40
- FN Forty-Nine
- HK MP5/40A3
- HK USP
- MP-445 Varjag
- SIG P226 .40
- SIG P226 SAS .40
- SIG Pro
- Springfield XD

.44
- Colt Anaconda
- Desert Eagle .44
- Ruger Redhawk
- S&W M29
- S&W M29 Satan
- Taurus Raging Bull 444
- Winchester 94 Trapper

.45ACP
- Colt High Capacity M1911A1
- Colt M1911A1
- Colt SMG .45
- DeLisle Carbine
- FN FNP-45
- HK Mark 23 SOCOm
- HK UMP45
- Ingram M10
- Kriss Super V
- MPA .45 Carbine
- Owen .45
- Thompson M1928
- Thompson M1A1

.45 WM
- Automag IV
- LAR Grizzly .45 WM
- Wildey Survivor

.454 Casull
- Thompson Contender Encore
- Ruger Redhawk Alaskan
- Fr. Arms M83 Premier Grade
- Puma .454

.50AE
- Armalon Pistol Carbine
- Automag V
- Desert Eagle .50AE
- LAR Grizzly .50AE

9x18
- AEK-919K Kashtan
- Bizon PP-19
- Makarov PM
- Makarov PMM
- OTs 33 Pernach
- PP-93
- Skorpion vz. 82
- Stechkin APS

9x19
- Agram 2000
- Beretta 92F
- Beretta 92FS
- Beretta 93R
- Beretta M12
- Calico M-950
- Calico M-900
- Calico M-960A
- Carl Gustaf M/45B
- Cobray M11/9
- Colt 9mm SMG
- Colt 9mm SMG C-Mag
- Erma MP40
- FAMAE Mini SAF
- FAMAE SAF
- FAMAE SAF Silenciada
- FN BDA 9
- FN Browning HP-35
- FN Pro-9
- Glock 17
- Glock 18
- Glock 19
- HK MP5KA4
- HK MP5A4
- HK MP5SD5
- HK MP5N
- HK MP5A4 C-Mag
- HK MP5SD5 C-Mag
- HK MP5N C-Mag
- HK P7M8
- HK UMP9
- IMI Micro-Uzi
- IMI Mini-Uzi
- IMI Uzi
- Jati-Matic GG-95 PDW
- KP M/31 Suomi
- MAB PA-15
- MAT-49
- MP-443 Grach
- MP-446 Viking
- P-08 Parabellum
- PP-19-01 Vityaz
- PP-90 M1
- SIG MP41/44
- SIG P210
- SIG P226R
- SIG P226 SAS
- SIG P229R
- SIG P239 SAS
- Spectre M4
- Sphinx 3000
- Sterling L2A3
- Steyr AUG Para
- Steyr AUG Para RAS
- Steyr TMP
- VIS-35
- Walther MPL
- Walther P99

9x21
- SR-1 Gyurza
- SR-2 Veresk

7.62x25
- Bizon 2-07
- CZ-52
- OTs 39
- PPsh-41
- SA-24
- Tokarev TT-33
- Type 85

5.45x18
- PSM

10mm Auto
- Bren Ten
- Colt Delta Elite
- HK MP5/10A3

5.7x28
- AR57 6" Silenced
- AR57 11"
- AR57 16"
- FN Five-Seven
- FN P90
- FN P90 RAS

4.6x30
- HK MP7 PDW
- HK MP7A1
- HK UCP


12 gauge
- AA-12 CQB
- Baikal MP-133
- Baikal MP-233B
- Benelli M3 Convertible
- Benelli M4 Super 90
- Fabram FP6
- Fabram SDASS
- Ithaca Model 37
- Jackhammer Mk3A1
- Neostead
- Remington M870
- Saiga 12k
- Sawed-off
- Spas-12
- Spas-15
- Street Sweeper
- Super Shorty
- USAS-12
- Vepr 12

CAWS
- HK CAWS
- HK CAWS RAS
- HK CAWS ACOG

.30 carbine
- HEZI SM-1
- IMI Magal
- M1 Carbine

6x35
- KAC PDW
- Magpul PDR

5.45x39
- AEK-971
- AK-74
- AK-105
- AK-107
- AKS-74
- AKS-74 Tactical
- AKS-74U
- AKS-74U Tactical
- AN-94 Abakan
- RPK-74

5.56x45
- AICW
- AK-102
- AK-108
- Ares M4 Shrike
- Beretta AR-70/90
- CETME Ameli
- CMMG 7.3
- Colt M16A1
- Colt M16A1 C-Mag
- Colt M16A4
- Colt M16A4 C-Mag
- Colt M16A4 SAM-R
- Colt M4 Commando
- Colt M4 Commando C-Mag
- Colt M4A1
- Colt M4A1 C-Mag
- Colt XM177-E1
- Colt XM177-E1 C-Mag
- ColtCanada C7CT
- Diemaco C7A2
- Diemaco C7A2 C-Mag
- FAMAS G2
- FN F2000
- FN FNC
- FN Minimi (M249)
- FN Minimi SPW
- FN SCAR-L CQB
- FN SCAR-L SV
- HK 23E
- HK 33KE
- HK 33KE C-Mag
- HK 416 10"
- HK 416 14"
- HK 416 16"
- HK 416 20"
- HK 53A3
- HK 53A3 C-Mag
- HK G36
- HK G36 RAS
- HK G36C
- HK G36K
- HK G36K RAS
- HK G41A2
- HK G41A2 C-Mag
- HK MG36
- HK MG36 RAS
- HK MG43
- HK SL8
- HK SL8 RAS
- IMI Galil SAR
- IMI Micro Galil
- IMI Negev
- INSAS
- L85A2
- L86A2
- Noveske N4 Diplomat
- Noveske N4 Complete
- OA-93
- QBZ-97
- Ruger Mini-14
- SAR 21
- SEAL Recon Rifle
- SIG SG540
- SIG SG540 C-Mag
- SIG SG550
- SIG SG550 C-Mag
- SIG SG551 SWAT
- SIG SG551 SWAT C-Mag
- SIG SG552 Commando
- SIG SG552 Commando C-Mag
- Steyr AUG-A1
- Steyr AUG-A2
- Steyr AUG-A2 CQB
- Steyr AUG-A2 RAS
- Steyr AUG-A2 RAS CQB
- Steyr AUG Hbar
- Steyr AUG Hbar RAS
- Tavor TAR 21
- Ultimax
- Valmet M82
- XM-29 OICW
- XM-8 Automatic
- XM-8 Baseline
- XM-8 Compact
- XM-8 Sharpshooter

6.8 SPC
- Barrett M468
- Bushmaster M4A3
- FN SCAR-68 CQC
- FN SCAR-68 SV
- Noveske N4 XPR
- Robarms XCR-1
- Steyr AUG-A3

7.62x39
- AEK-973
- AEK-973 Drum
- AEK-973S
- AK-103
- AK-103 Drum
- AK-104
- AK-104 Drum
- AK-47
- AK-47 Drum
- AKS-47
- AKS-47 Drum
- AKM
- AKM Drum
- AKM Tactical
- AKM Tactical Drum
- AKMS
- AKMS Drum
- AKMSU
- AMD-65M
- FN SCAR-WP CQC
- FN SCAR-WP
- Groza OC-14
- KAC SR-47
- RPD
- RPK
- Ruger Mini-30
- SA vz. 58
- SKS
- SKS Tactical
- Tabuk DMR
- Valmet M76

7.62x37
- HK SL9SD
- Whisper Kitty

7.62x51
- Beretta M501
- Blaser R93 7.62
- CETME Modelo C
- CZ 700
- Desert Tactical Arms SRS
- FN FAL
- FN FAL Carbine
- FN FAL OSW
- FN MAG
- FN SCAR-H CQC
- FN SCAR-H SV
- FR-F2
- FR Ordnance MC51
- HK 21E
- HK 417 12"
- HK 417 16"
- HK 417 20"
- HK G3A3
- HK G3KA4
- HK MSG90A1
- HK PSG1
- IMI Galil AR
- IMI Galil Sniper
- Knight SR-25
- M14
- M14 EBR
- M21 EBR
- M21 Tactical
- M24
- M40A1
- M60E3
- Molot Vepr
- Noveske N4 Leonidas
- Parker Hale M82
- Rheinmetall MG3
- Sako TRG-22
- SIG SG542
- Steyr Scout Tactical
- Steyr SSG-P1
- Zastava M76

7.62x54R
- Dragunov SVD
- Dragunov SVDS
- Dragunov SVU
- Dragunov SVU-A
- FN SCAR-WP Sniper
- Mosin-Nagant M1891/30
- OTs 48K
- Pecheneg
- PKM
- Simonov AVS-36
- SV-98

7.92x57
- Mauser Karabiner 98k
- Mauser M-03

.30-06
- Blaser R93 .30-06
- Browning BAR Mk. II hunting Rifle
- Browning M1919 A6
- M1 Garand
- M1918A2 BAR
- Remington Model 710
- Springfield M1903A4

9x39
- AS Val
- Groza OC-14-4A-01
- Vikhr SR-3 Compact
- VSk-94
- VSS Vintorez

4.7x33
- HK G11
- HK G11 RAS
- HK G11 RAS
- HK G11 PDW

.50 Beowulf
- Automag III Custom
- .50 Beowulf Rifle
- .50 Beowulf Rifle C-Mag

.300 WM
- Benelli R-1
- Blaser R93 LRS2
- S&O Shorty
- Walther WA2000


.338 Lapua
- AI AWM
- Barrett M98
- DSR-1
- Erma SR-100
- Sako TRG 42

.408
- CheyTac Intervention M200

.50 BMG
- Barrett M82A1
- Barrett M82A2
- Gepard M6 Lynx
- McMillan TAC-50

12.7x108
- Gepard M2
- KSVK
- OSV-96
- V-94

12.7 sub
- VSSK Vychlop

other stuff (a.k.a calibres that have only one gun or are exotic//special enough to be put into one mish-mash category)
- Flamethrower
- crossbow
- rocket rifle
- auto rocket rifle
- dart gun
- dart rifle
- U-94S UDAR
- Metalstorm Surf Zone
- Steyr ACR

[Updated on: Fri, 16 July 2010 14:10] by Moderator



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