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Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #256557] Sat, 17 July 2010 14:41 Go to previous messageGo to next message
datakurs

 
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smeagol, will be possible to combine AIM with NAS in the future?
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #256561] Sat, 17 July 2010 15:31 Go to previous messageGo to next message
Mauser

 
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datakurs
smeagol, will be possible to combine AIM with NAS in the future?


i am sure it will be. because that would make AIM even more awesome than it already is.

maybe smeagol will take on a special NAS-version of AIM once it

☆★GL★☆
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #256570] Sat, 17 July 2010 16:46 Go to previous messageGo to next message
smeagol

 
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Mauser
datakurs
smeagol, will be possible to combine AIM with NAS in the future?


i am sure it will be. because that would make AIM even more awesome than it already is.

maybe smeagol will take on a special NAS-version of AIM once it


Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #256573] Sat, 17 July 2010 16:56 Go to previous messageGo to next message
Gorro der Grüne

 
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smeagol

Combo attachments and aiming modules will get kicked, as those won't be necessary anymore.



sure aren't there some guns who will not have so many attachment slots? :wave:
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #256574] Sat, 17 July 2010 16:56 Go to previous messageGo to next message
Mauser

 
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smeagol

Hmm... don't expect a working NAS version of AIM within the next weeks...


sure, if you say so. Wink

well, maybe as a christmas treat then...

☆★GL★☆
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #256578] Sat, 17 July 2010 17:31 Go to previous messageGo to next message
silversurfer

 
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Gorro der Gr

Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #256579] Sat, 17 July 2010 17:35 Go to previous messageGo to next message
Minty

 
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The power of Notepad++, Surfer. The NAS XMLs aren't compatible with the XML editor.. And thinking of it.. Having more than one DefaultAttachment on a weapon will likely break compatibility for the relevant XMLs too.. Wink
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #256582] Sat, 17 July 2010 18:00 Go to previous messageGo to next message
DepressivesBrot

 
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silversurfer
Gorro der Gr


Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #256583] Sat, 17 July 2010 18:22 Go to previous messageGo to next message
smeagol

 
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Currently adding large grenade pouches for the modular leg rigs.

Also reworking some of the combinations possible (especially regarding large magazine pouches).


[Updated on: Sat, 17 July 2010 18:29] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #256585] Sat, 17 July 2010 18:47 Go to previous messageGo to next message
silversurfer

 
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Registered:May 2009
Minty
The power of Notepad++, Surfer. The NAS XMLs aren't compatible with the XML editor..


NOT YET! Wink


Minty

And thinking of it.. Having more than one DefaultAttachment on a weapon will likely break compatibility for the relevant XMLs too.. Wink


What do you mean? The game only reads the parameter per default. You can add as many 2 3 4 ... 10 as you wish. They will be ignored. Or do you mean the XML editor which could screw up the XMLs? Warmsteel said that he wants to provide a new item.xml and if someone edits this with an incompatible XML editor he will most certainly break the file.
He should post a big red message as a warning for everybody.


DepressivesBrot

Aside from that, how about restricting the amount of attachments a gun can take 'out of the box' a bit more?
Restrict the high quality stuff to rail interfaces and provide rail hand guards to upgrade your weapons to accept them (or similar systems).

That way, you can avoid over pimped weapons at the beginning of a campaign (or at least one has to pay a lot for them), while older weapons like FAL and G3 can stay useful later on if you choose to upgrade them instead of simply replacing them with modern stuff like SCAR or HK417.

Remember, in NAS only caliber conversions or swaps like G36/G36RAS (optics/no optics) require merges, attachment slots can be added 'on the fly'.


I'm not sure if I understand you. Are you suggesting that you want an attachment like a rail kit which has to be attached first to allow some other attachments to fit on the weapon? Like it is done now with a grenade launcher that has to be attached before a grenade? This would require additional coding.

Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #256586] Sat, 17 July 2010 19:00 Go to previous messageGo to next message
Jinxed

 
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I think you guys are exaggerating a bit. I liked the combos, although sci-fi, they had an 80s MacGyver thing going and I always thought that was part of the spirit of JA2.
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #256587] Sat, 17 July 2010 19:04 Go to previous messageGo to next message
smeagol

 
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silversurfer

I'm not sure if I understand you. Are you suggesting that you want an attachment like a rail kit which has to be attached first to allow some other attachments to fit on the weapon? Like it is done now with a grenade launcher that has to be attached before a grenade? This would require additional coding.



Item merges for the win. Wink


Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #256589] Sat, 17 July 2010 19:11 Go to previous messageGo to next message
DepressivesBrot

 
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silversurfer
I'm not sure if I understand you. Are you suggesting that you want an attachment like a rail kit which has to be attached first to allow some other attachments to fit on the weapon? Like it is done now with a grenade launcher that has to be attached before a grenade? This would require additional coding.

Yes, you understand. No, this does *not* require additional coding, as it *is* in NAS, I wouldn't have suggested it otherwise.
& to be precise. As far as I know, wil473 made good use of it in the UC/NAS minimod.


Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #256590] Sat, 17 July 2010 19:11 Go to previous messageGo to next message
Minty

 
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Registered:July 2009
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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. Very Happy

Edited to spell Surfer properly. Very Happy

Edit2: Brot, you ninja you!

[Updated on: Sat, 17 July 2010 19:15] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #256592] Sat, 17 July 2010 19:15 Go to previous messageGo to next message
DepressivesBrot

 
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Minty

The possibilities, they are endless. Very Happy

Yeah, that's why I wanted to advertise them a bit Smile
(I think WarmSteel forgot to mention that particular feature in the new beta thread)


Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #256601] Sat, 17 July 2010 19:47 Go to previous messageGo to next message
Jinxed

 
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Smeagol, is there any requirement to use the rebel hideout facility? Because it lists it when right clicking, but no one can actually use the facility.
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #256603] Sat, 17 July 2010 19:50 Go to previous messageGo to next message
smeagol

 
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Uhmmm.... Maybe leadership, a certain amount of loyalty in Omerta or possibly both.


Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #256606] Sat, 17 July 2010 19:58 Go to previous messageGo to next message
Jinxed

 
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I mean... It doesn't actually list the facility to use when selecting it from the facilities menu. I checked all my xmls and it seems everything's in order.

Edit: Ok, figured it out, my fault. I just expected it to be more than a training facility. Something that you could possibly use for assignments. It would be awesome to be able to control mobile militia movements with that. Very Happy

[Updated on: Sat, 17 July 2010 20:05] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #256609] Sat, 17 July 2010 20:20 Go to previous messageGo to next message
smeagol

 
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Ah okay... no, the rebel hideout only allows training of militia in omerta right now.

Still hoping that HR will add a new staff assignment that shows movement direction of enemy troops when A.C.A. buildings are staffed and that would probably also apply to the rebel hideout then...


Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #256611] Sat, 17 July 2010 20:23 Go to previous messageGo to next message
Logisteric

 
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smeag you can do that by yourself
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #256716] Sun, 18 July 2010 17:27 Go to previous messageGo to next message
smeagol

 
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AIM V50 is available.


Most important new stuff: Modular pouch for large grenades, resulting in about 50 new combinations for modular leg rigs...

Also new//changed: large Mag leg pouches changed down to only accept 2 mags, instead of 4. But those can now be combined to a leg rig with two large mag pouches (so basically you can still carry 4 mags, though the leg rig required for this is a bit heavier...).


Have fun.

If you want to be sure you have the latest AIM, start a new game after installing V50 and check if Trevor has a different kind of sun glasses as starting item.


Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #256719] Sun, 18 July 2010 18:01 Go to previous messageGo to next message
lockie

 
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Thanks Smeagol , d/loading now..... Smile


Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #256721] Sun, 18 July 2010 18:04 Go to previous messageGo to next message
Gorro der Grüne

 
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downloaded & installed
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #256869] Mon, 19 July 2010 22:56 Go to previous messageGo to next message
K0ukku

 
Messages:192
Registered:December 2009
So, why there isn't anywhere a manual how to install this?

Maybe a small readme with the download file would be nice.
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #256871] Mon, 19 July 2010 23:06 Go to previous messageGo to next message
lockie

 
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http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=208140&page=1&fpart=1

instructions are on the first page of most d/loads , try a little investigation......


Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #256880] Mon, 19 July 2010 23:19 Go to previous messageGo to next message
Jinxed

 
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OMG my eyes! Who put that green font there!? AARGH!
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #256882] Mon, 19 July 2010 23:24 Go to previous messageGo to next message
smeagol

 
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Jinxed
OMG my eyes! Who put that green font there!? AARGH!



Lol... thank Lockie for this abomination .Wink


Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #256883] Mon, 19 July 2010 23:25 Go to previous messageGo to next message
K0ukku

 
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Registered:December 2009
Yeah I looked up on that first thread page one, but it seems I missed that one. Thanks anygays!
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #256900] Tue, 20 July 2010 00:16 Go to previous messageGo to next message
lockie

 
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Quote:
. Thanks anygays!



Huhhh !!!!


Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #256902] Tue, 20 July 2010 00:17 Go to previous messageGo to next message
lockie

 
Messages:3899
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Quote:
OMG my eyes! Who put that green font there!? AARGH!



Lol... thank Lockie for this abomination .Wink


I can always change it to cerise...... Very Happy


Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #256906] Tue, 20 July 2010 00:21 Go to previous messageGo to next message
smeagol

 
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Added missing modular pouch combinations and an Owen .38 (including 32 rnd mags for it).


Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #256963] Tue, 20 July 2010 14:02 Go to previous messageGo to next message
finesse

 
Messages:5
Registered:June 2010
Thanks for this mod smeagol, it's boggling just how much stuff you have added to the game, well done!

Is it possible to combine single 40mm grenades for the m79 to the 6shot milkor bundles? I found milkors early on in game but neve any ammo until quite far in.
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #256965] Tue, 20 July 2010 14:13 Go to previous messageGo to next message
DepressivesBrot

 
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Welcome 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


Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #256971] Tue, 20 July 2010 15:48 Go to previous messageGo to next message
finesse

 
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Registered:June 2010
DepressivesBrot
Welcome 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 Smile

[Updated on: Tue, 20 July 2010 15:51] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #256977] Tue, 20 July 2010 16:57 Go to previous messageGo to next message
Jinxed

 
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Smeagol did you rework the imp starting gear towards stomp yet? Very Happy Very Happy
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #256987] Tue, 20 July 2010 19:44 Go to previous messageGo to next message
Anonymous
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.
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #256988] Tue, 20 July 2010 19:50 Go to previous messageGo to next message
Logisteric

 
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taoteching
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.


why? this way you get one mod instead of several
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #256989] Tue, 20 July 2010 19:55 Go to previous messageGo to next message
Anonymous
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
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #256990] Tue, 20 July 2010 19:58 Go to previous messageGo to next message
Logisteric

 
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you 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)
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #256999] Tue, 20 July 2010 21:16 Go to previous messageGo to previous message
Anonymous
Logisteric
you 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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