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Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #257828] Thu, 29 July 2010 01:44 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Amazing, how no one seemed to have noticed, how I wrote, that V53 is the last version of AIM btw...


Anyways.... I hereby announce my newest project:


AIM goes NAS


This effectively means, that there will be no more updates on the AIM as you all have learned to know and love (or maybe hate... but those guys probably won't show up here anyways).

I started today to rework AIM with the goal of making it compatible to WarmSteels New Attachment System.

This means, that basically a lot of the items that made AIM special got the axe (like aiming modules for example), because they are no longer needed.

It also means, that I rework a lot of stuff (like hidden attachment boni that some guns had will be replaced by default attachments...).

Other good news: The multishot Grenade Launches Milkor and GM-94 will get reworked, so that you'll actually be able to mix the grenade load (yes, this actually works... I just made some test runs with the Milkor... it's AWESOME!!!!).

Of course this means that I have a ton of work to do, including map updates, as some items in the maps will of course appear as NADA items now (like for example AKM with Drum Adapter and such...).

So, it will take some time to get this actually done, but once finsihed, I think it will be much better than AIM.

k... back to work. :happybear:

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #257830] Thu, 29 July 2010 02:04 Go to previous messageGo to next message
Jinxed is currently offline Jinxed

 
Messages:238
Registered:October 2008
Location: Land of Skanks and Cottag...
AIMNAS? Sounds like a reflex sight...

Well, I thought it's not the last aim but rather last of the old aim, and now it's time for the new, improved, garlic and chilli infused aim to take the game into the next level.

[Updated on: Thu, 29 July 2010 02:05] by Moderator

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Sergeant 1st Class
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #257832] Thu, 29 July 2010 02:12 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
Yes smeagol - go go go! Smile

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Lieutenant
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #257841] Thu, 29 July 2010 04:24 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
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A first teaser screenshot of what to expect:

http://img514.imageshack.us/img514/6717/nasmilkor.gif


Missing the Grenade Laucnher Collimator slot atm, but that will be easy to get in there...



Edit:
5 minutes later, and the Milkor has a slot for a collimator as well. Smile


http://img713.imageshack.us/img713/6717/nasmilkor.gif


And you might have noticed, that in pic 1, there are different 40mm grenades attached. Wink



Edit2:

http://img339.imageshack.us/img339/8229/nasgm94.gif

GM94 with 4 different 43mm grenades. Smile

[Updated on: Thu, 29 July 2010 05:23] by Moderator

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #257844] Thu, 29 July 2010 06:31 Go to previous messageGo to next message
yanzco is currently offline yanzco

 
Messages:20
Registered:July 2010
hooray for smeagol.. cant wait Very Happy

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Private 1st Class
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #257857] Thu, 29 July 2010 10:33 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Hmmm, when I see those MGLs, I want to hand them to my grenadiers immediately....

But until then, I have another small thing to report:
The .408 crate is missing the 'ammoCrate' flag with the result that no crates are created from .408 magazines.

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Captain

Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #257858] Thu, 29 July 2010 10:43 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Thanks for reporting. Smile

I'll change that (though probably not anymore for regular AIM ^^).

Only slept 4 1/2 hours today, because I'm really eager on doing Next Level AIM work.

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #257861] Thu, 29 July 2010 11:31 Go to previous messageGo to next message
GeneralArthur is currently offline GeneralArthur

 
Messages:11
Registered:January 2008
Location: Potchefstroom, South Afri...
Good luck on this Smeagol, I can only imagine that it is a ton of work to do! Will keep supporting you!

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Private
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #257862] Thu, 29 July 2010 11:40 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Hiring a volonteer atm to help me clean up an xml file.


If you're interested, visit me in the bears pit IRC.

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #257865] Thu, 29 July 2010 12:56 Go to previous messageGo to next message
K0ukku is currently offline K0ukku

 
Messages:188
Registered:December 2009
Go smeagol Go!

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Staff Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #257881] Thu, 29 July 2010 18:35 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Currently doing a long overdue re-sort of the XML.

Of course this means, that I actually have to rework each and every map :/

Ah what ever... This is going to be a long term project, so don't expect any playable versions anytime soon...

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #257908] Fri, 30 July 2010 02:49 Go to previous messageGo to next message
datakurs is currently offline datakurs

 
Messages:166
Registered:June 2009
Location: Budapest, Hungary
smeagol,

1. your work on AIM-NAS is admirable, thanks in advance!
2. an opinion: as in the description box can be seen a foregrip gives penalty when shooting from prone position. When I was a soldier in the local army some years ago I shot with an AMD 65 with integrated foregrip from proning and I strongly believe that it was easier to aim with the foregrip than would be without that. A small bonus would be more adequate than a penalty I think. Or is there any significant difference between integrated and removable foregrips that affects on aimig?

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Staff Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #257909] Fri, 30 July 2010 02:59 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
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Thanks for the information. I'll take that into consideration. Smile

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #257950] Fri, 30 July 2010 17:01 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
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Gunstocks will get a complete revamp.

Example pics:

http://img576.imageshack.us/img576/2305/gunstockexamples.gif


From top to bottom: AK metal folding stock, SVD wooden skeletonized Stock, Telescopic Stock as used by several HK guns, SCAR stock

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #257976] Fri, 30 July 2010 23:46 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Stopped the re-ordering non-sense... it caused more trouble then it actually helped.

Instead of bringing order into chaos, I actually managed to get more chaos out of it. Sad

Re-installed Aim V53 and will use the mess as it is right now as a basis to work on AIMNAS.

This of course has the advantage, that maps won't need a complete overhaul (only minor things probably, but that is still more manageable...).

Anyways... back to work.

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #257983] Sat, 31 July 2010 02:05 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
I don't know if this is possible. As far as I know no space is allowed between item IDs. So if you remove some of the old gear from in between you have to replace that ID with something else, right?

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Lieutenant
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #257984] Sat, 31 July 2010 02:10 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
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Location: Bremen, Germany
Yes. I use placeholders.

But the main prob is, that the items are spread around several xmls, and the ID swap only changes the ID in the main items.xml and not the gazillion of different other xmls related to items (like mercstartinggear.xml, explosives.xml, and worst of all weapons.xml... this stinks).

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Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #258012] Sat, 31 July 2010 14:05 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Fully tricked out FN SCAR with AIMNAS:

http://img828.imageshack.us/img828/3650/trickedoutscar4.gif


The grippod and the EGLM will not be compatible (already changed that, this screenie is from before the change). When you add the EGLM, the slot for the grippod will disappear. And if a grippod is already attached, you can't add an EGLM.

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #258013] Sat, 31 July 2010 14:08 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
Good God Almighty , after tricking out all the weapons , there'll be no time left to shoot anyone... :biglaugh:

great job , by the way !

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Captain

Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #258015] Sat, 31 July 2010 14:19 Go to previous messageGo to next message
yanzco is currently offline yanzco

 
Messages:20
Registered:July 2010
oh that looks so nice smeagol ! nice job Very Happy

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Private 1st Class
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #258017] Sat, 31 July 2010 14:43 Go to previous messageGo to next message
datakurs is currently offline datakurs

 
Messages:166
Registered:June 2009
Location: Budapest, Hungary
Does the 4 marks on the trigger group mean a 4 rounds burst?

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Staff Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #258019] Sat, 31 July 2010 14:55 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
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datakurs
Does the 4 marks on the trigger group mean a 4 rounds burst?

Yes, it has been around since some version in the low 40s. Together with the corresponding 2rd trigger group.

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Captain

Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #258021] Sat, 31 July 2010 15:47 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Glad you guys like it. Smile

I'll continue to post screenies of the progress I make.


Edit:

http://img828.imageshack.us/img828/2001/twaronhelmet.gif


Twaron C-20 Helmet with Black Cap, Helmet Camo Cover and Sun Glasses

http://img827.imageshack.us/img827/2228/ghilliehood.gif

Ghillie Hood with Twaron Helmet, NVG and two camo patches


Maybe Is hould move those attachments slots to the right side of the box, below eacht other... Opinions?

I think it looks a bit awkward around the box (I will keep it that way for guns, but I think for all other items, ordering the attachmentslots at right side of the box is probably the way to go).


Edit 2:

For comparison, the same items with the attachment slots moved to the right of the box:

http://img225.imageshack.us/img225/8783/twaronhelmet2.gif

http://img821.imageshack.us/img821/5367/ghilliehood2.gif

[Updated on: Sat, 31 July 2010 16:25] by Moderator

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #258041] Sat, 31 July 2010 19:07 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
I like it better with the boxes around the item. Smile

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Lieutenant
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #258044] Sat, 31 July 2010 19:26 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Placing them around the item makes sense for weapons and helps to intuitively find the right slot, but for other stuff, this looks better.

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Captain

Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #258062] Sun, 01 August 2010 03:08 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
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http://img227.imageshack.us/img227/4194/fn57.gif

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #258063] Sun, 01 August 2010 04:21 Go to previous messageGo to next message
K0ukku is currently offline K0ukku

 
Messages:188
Registered:December 2009
Yes, that 57 looks awesome!

But I dont understand the logic with the Twaron helmet and black cap. The black cap is an attachment to the helmet, like it was inside the helmet? What's the benefit? Helmet feels softer to the user's cranium?

Either you use a helmet or a black cap?

edit: Now that I really think of it, you can keep the cap with you inside the helmet wearing it, and taking it the helmet off for night operations for extra night ops stealth bonus. Like it is just a handy way to keep your cap with ya?

[Updated on: Sun, 01 August 2010 04:25] by Moderator

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Staff Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #258065] Sun, 01 August 2010 04:54 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
The black cap could be considered a balaklava (amd as I was too lazy too actually add one, the cap will have to do Wink ).

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #258076] Sun, 01 August 2010 13:38 Go to previous messageGo to next message
K0ukku is currently offline K0ukku

 
Messages:188
Registered:December 2009
Well my special night ops mercs are so bad-ass that they just take a lightweight bodyarmor and a black hat with them to a night time mission. Black cap provides night ops stealth if worn only, right?

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Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #258085] Sun, 01 August 2010 15:02 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
Oh you realism geeks...... Very Happy

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Captain

Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #258114] Sun, 01 August 2010 20:48 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
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Tricked out M16A4

http://img185.imageshack.us/img185/3748/trickedoutm16.gif


The pic is a bit off atm, but I conviced warmsteel to move the gun box to the left, once that is done, I obviously move the position of the stock as well.

Note that the M203 UGL changes the regular grip/bipod slot, so that it only takes a foregrip.

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #258117] Sun, 01 August 2010 20:55 Go to previous messageGo to next message
K0ukku is currently offline K0ukku

 
Messages:188
Registered:December 2009
So can you add like a folding stock to an M16 or skeleton-like stock? And the pic will change accordingly? Or what was the previous "the whole stock-thing will get renewed"?

edit: and btw, how much does that M16 weigh? Very Happy

[Updated on: Sun, 01 August 2010 20:58] by Moderator

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Staff Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #258118] Sun, 01 August 2010 20:56 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
Not too complex and shows off what can be done with a weapon .Nice . Do all weapons now have a list of possible attachments in the description box ?

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Captain

Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #258120] Sun, 01 August 2010 21:05 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
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Location: Bremen, Germany
You can hover over the attachment slot to see what fits in it.


Quote:
So can you add like a folding stock to an M16 or skeleton-like stock? And the pic will change accordingly? Or what was the previous "the whole stock-thing will get renewed"?


The stock slot will accept 3 different kinds of stocks on that M16 (polymere, fixed; polymere, folding and retractable stock). Each stock is a seperate item, so yes, the pic will change accordingly.

Quote:
edit: and btw, how much does that M16 weigh?


you don't wanna know. Wink



Also, what I might want to change is the arrangement of slots, to make it more consistent with other type of guns.

-> move the flashlight slot to where the grip is right now, move the grip to the trigger group slot, the trigger group to the mag adapter, the mag adapter to the rod&spring slot and finally the mag adapter one row down.

Uhm... noone probably gets what I mean with that... I make a pic...


Here we go:
http://img441.imageshack.us/img441/8153/trickedoutm16v2.gif

[Updated on: Sun, 01 August 2010 21:19] by Moderator

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #258126] Sun, 01 August 2010 21:30 Go to previous messageGo to next message
K0ukku is currently offline K0ukku

 
Messages:188
Registered:December 2009
Yes, that is much better. Awesome!

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Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #258128] Sun, 01 August 2010 21:37 Go to previous messageGo to next message
Nickfighter is currently offline Nickfighter

 
Messages:118
Registered:December 2007
Location: Poland
Fully upgraded M16 looks sexy...Only a fully upgraded SCAR series rifle looks even more sexier than this

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Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #258129] Sun, 01 August 2010 21:41 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
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Location: Bremen, Germany
Causes some trouble though...

Some attachments remove slots// replace slots.


I switched around some, so that it wouldn't look bad, when suddenly the grip gets removed by an UGL or a rifle-lam&flashlight removes the flashlight slot...


For sniper rifles the layout will be a bit different, as those don't have the UGL slot (instead they have their bipod slot where the UGL is in the pic below, anti-material rifles will get the slot for their ballistic computer where rod&spring is in the pic...).


More pics with slots switched around

http://img683.imageshack.us/img683/1892/trickedoutm16v3.gif

http://img836.imageshack.us/img836/817/trickedoutm16v4.gif





[Updated on: Sun, 01 August 2010 21:56] by Moderator

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #258143] Sun, 01 August 2010 23:08 Go to previous messageGo to next message
datakurs is currently offline datakurs

 
Messages:166
Registered:June 2009
Location: Budapest, Hungary
Looks nice.
JA3 (if they ever release it) must be a crap compared to what you made of this so far, guys.

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Staff Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #258144] Sun, 01 August 2010 23:10 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
Uhm... noone probably gets what I mean with that... I make a pic...


Here we go:
Quote:


Does the rifleman get an ammo carrier to help with the weight :naughty:

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Captain

Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #258146] Sun, 01 August 2010 23:23 Go to previous messageGo to previous message
Faithless is currently offline Faithless

 
Messages:439
Registered:October 2009
Location: The safe end of the barre...
I bet that gun could double as heavy blunt object just fine Wink

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Master Sergeant
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