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Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260422]
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Tue, 24 August 2010 02:50
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friedrice |
Messages:3
Registered:August 2010 |
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Hey folks! I'm pretty sure I might have goofed it up, but the XML editor seems not to be initializing.
The error message insists that there's a blank string somewhere that's supposed to be a boolean value.
The one-click install for WF+AIMNAS+STOMP should work fine if dropped on top of a clean 1.12 install, or am I getting it wrong?
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Civilian
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Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260429]
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Tue, 24 August 2010 03:58
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friedrice |
Messages:3
Registered:August 2010 |
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smeagol
Which version of the editor?
Both of the supplied editors; neither 0.42 nor 0.43 work. I'll try a standard copy of mercstartinggear.xml
Thanks!
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Civilian
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Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260453]
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Tue, 24 August 2010 13:57
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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GMV* I still got on the 2nd day an email from MERC. Even though I had one already on the first day.
Yeah, M.E.R.C. isn't supposed to show up on day 1. Hadn't changed that back in the ini. Had to make that to test certain mercs for skills and new items...
GMV* Emails from Robert still show as coming from Enrico
Think this has been like that since the first release of Wf6.06. Might change that, as I think the e-mail thingy has been externalized...
GMV* Would indeed change the formula as I suggested for the SAS mask (and apparently another )
Optimal would be to have the SAS gasmask behave as I intended (bonus for nightvison, bonus for brightlight, penalty for regular daytime).
GMV* I can't seem to detach the Trigger Group II from Thor's gun that you get with his gear IV (or V, not sure which one anymore) selection. Is that supposed to be?
You might have noticed, that the Trigger Group has an A.M. prefix and a mod. in the short text. This indicates, that the item got modified to be inseperable from the gun. That is indeed intended for the trigger groups in starting gear, as it would probably unbalance the game a bit, if you could take the trigger group from Thors measly MP5 and slap it into your great new assault rifle right away.
Trigger Groups got reduced coolness though (and no more Sci-Fi), thus should be available rather early.
As stated somewhere earlier. I wanted to give the guns that have burst fire in 1.13 default trigger groups, but due to the limitation of the XML editor, that was not possible (and doing that manually in the items.xml would be a pain in the ass, because the xml editor just deletes duplicate entries for default attachments on saving. Technically it works to have guns with more than one default attachments, but it is atm just a bit complicated and very tedious to built in, especially because I use the otherwise great XML editor on a very regular basis).
I will continue with the current one click install version and report on that, if you don't mind smeagol (untill a new one-click comes along of course , but I just fear a messed up install). [/quote]
Lord LeppermanThere seems to be some incompatibility between the HK79 grenade launcher and the Old Aimpoint Projector on older H&K rifles (G3A3, G3KA4, HK33). Which is weird because they should be compatible, unless the HK79 is attached on top of the barrel.
Yeah, I know. made this on intend. Otherwise the guns would become a bit too good.
On the other hand I made the aimpoint compatible with certain scopes (which it shouldn't be, as it takes up a lot of space on top of the gun). So think about it like this: you put the laser there where you would put the HK79 (although this doesn't exactly correspond 100% with reality, I think it makes for much better gameplay).
Same is true for the Kobra attachment. That thing, in real life, is too big for you to also fit a scope on the gun. But that would make the Kobra really lame in game. Thus, both can be attached to a gun.
I might change that, though. I could easily make the Kobra a scope similiar to the ITL MARS (without the laser bonus, of course, but with AP reduction and Aiming bonus...). Dunno. So far it worked fine for me the way it currently is.
RandokI can add Bipod and Heavy. Thanks.
Great.
RandokCan you improve one thing? In the shop BR on list Attachments for gun ( for example SN Rifle ) not mentioned Bipod and Heavy.
Tooltips in BR inventory are a bit screwed up atm. Not my fault. I'll get on Warmsteels nerves about that so he might be able to track it down.
Also the sector inventory does no longer show you which attachments a gun will take. This seems to be related to the not working tooltips as well (the game probably reads the data from attachments.xml, but that one is pretty much empty atm, as it is no longer necessary with AIM-NAS anyways... and manually adding the attachments back to the guns, only to make them show up in BR tooltips is a real pain... I'd prefer to have WS take a look at this first and see if it can be easily changed so that the game reads the data from the new NAS xmls instead).
[Updated on: Tue, 24 August 2010 14:08] by Moderator Report message to a moderator
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Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260469]
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Tue, 24 August 2010 18:20
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Luppolo |
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Messages:150
Registered:July 2009 |
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somehow "fixed" stocks can be removed, plus DURING COMBAT i could unload a dropped weapon several tiles away from sector inventory an put in merc's (couldn't drop on the ground because i'm not supposed to use sector inv in combat)
wow a dropped mp5 ras (the 40 SW one) had 75/30 bullets
[Updated on: Tue, 24 August 2010 18:25] by Moderator Report message to a moderator
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Staff Sergeant
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Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260491]
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Tue, 24 August 2010 21:08
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Smeagol,
Ever think about adding tools, kind of like in Renegade Republik, that can change stocks and other weapon attatchments?
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Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #260497]
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Tue, 24 August 2010 21:25
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I mean in order to even add attachments, one has to have a certain tool/tool combination to attach/detach accessories.
When we add a scope to a rifle, we just don't place it on top of a rifle and it sticks. (I understand as of right now it is given that the mercenaries are actually using tools to add accessories to their weapons)
I think this would give the mechanic more use in the field. Make it so some mechanics have average tools in their kit to do basic mechanical stuff. While others, can have more advanced and sophisticated tools to do very hard modifications.
Just a thought.
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