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Alpha_Item_Mod_for_WF6.06 Part 5[message #257200] Thu, 22 July 2010 21:27 Go to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
Thread 1 can be found here
Thread 2 here
Thread 3 here
Thread 4 here

http://img291.imageshack.us/img291/1867/aimstart.gif

[color:#FF0000]

Update 24.08.2010

AIM-NAS FAQ

Download the AIM-NAS V5 single-click-installer made by Tais from here.


Update to AIM-NAS V6 can be found on my skydrive as usual (download link in my signature). The files in there can just be copied over the data from the SCI.

You also want to add the newest mercstartinggear.xml on my skydrive for AIm-NAS V6 as well (there was a little screw-up on my part when I put together V6...).

The exe in Tais SCI could be a little bit screwed up as well (enemies wearing Spectra Armour in Omerta and such...). The exe version I currently use is like 3 days older and does not have that screw up. It can also be found on my skydrive (simply called ja2.7z).


Also, try to read this thread before posting any questions that might have been already asked. I think I answered some questions more than once already...


AIM-NAS is still in development, consider it still in beta-testing (though the name obviously translates in to Alpha Item Mod - New Attachment System, I guess that the item mod has left Alpha stage... but BIM sounds a bit silly, doesn't it...).

Anyways... AIM-NAS includes more than just a ton of cool stuff, it also contains a selection of starting gear kits for A.I.M. mercs (made possible through the great work Tais did on New Starting Gear Interface) and updated skills and traits for usage wih STOMP.

The ini file in the SCI and the AIM-NAS files is specifically for usage with NAS, HAM, NSGI and STOMP. If you want to change stuff in there, do so at own risk (well, yeah, the M.E.R.C. available on day should probably be changed back to FALSE...).

What else... uhm... well, just read the thread or feel free to ask about stuff.

Also feel free to visit me in the Bearspit IRC channel, I'm usually there...




For guys that don't won't to use NAS (shame on you), check out the older FAQ for the last AIM version I made[/color]

AIM FAQ

The newest, and also the final version of the Alpha Item Mod is V53.

Most recent downloads can be found if you follow the link in my signature.


Most people should know by now, what AIM offers, but nevertheless here is a small run down of the most important features:

- Ammo Boxes: Bobby Ray and Tony sell ammo only in boxes. This helps clean up the inventory of those shopkeepers

- Ammo Donkeys: Along with the ammo boxes the donkeys are a new sub-set of items. The donkeys are easily recognizable and their only purpose is to create ammo boxes out of magazines or crates. Quite useful, as the ammo boxes are slightly lighter than the same amount of rounds carried in magazines.

- Modular Leg Rigs: Modular Pouches can be merged to Leg Rigs. There are a lot of possible combinations, almost for every need.

- Aiming Module combos: as long as NAS isn't fully supported, the aiming module combos save up on attachment slots. See the merge list in post 2 for a more or less complete list of possibilities.

- Lots of other cool stuff (guns, grenades...)


If you have suggestions or questions feel free to send me a PM or come to the Bears Pit chat, I tend to hang there from time to time.

[Updated on: Tue, 24 August 2010 23:09] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #257201] Thu, 22 July 2010 21:27 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
Merge List for the Item Mod

[color:#FF0000]Last Update: 24.08.2010[/color]


Guns:

- EBR Stock + M14/M21/M1 Garand = M14EBR / M21 EBR / M1 Garand EBR
- 7.62x39 Drum Adapter + various AK variants = same variant in Drum version (works with AKM, Ak-47, AKMS, AKS-47, AK-103, AK-104, AEK-973, AKM Tactical)
- 5.56 C-Mag Adapter + various Guns = same gun with C-Mag capability (currently works with M16A1, M16A4, Colt Commando, Colt M4A1, Colt XM177-E1, Diemaco C7A2, SIG SG540, SIG SG550, SIG SG551 SWAT, HK 53, HK G41)
- 9mm C-MAg Adapter + various Guns = same gun with C-Mag capability (currently works with MP5A4, MP5N, MP5S, Colt SMG)
- Improvised Conversion Kit + SVU = SVU-A
- Improvised Conversion Kit + M1 Carbine = M2 Carbine
- Improvised Conversion Kit + Ruger Mini-14 = Ruger AC-556
- Improvised Conversion Kit + Ruger Mini-30 = Ruger AC-762
- Improvised Conversion Kit + Calico M-900 = Calico M-900A
- SCAR Barrels + SCAR variant = other SCAR variant (depends on Heavy and Light version which barrels are interchangeable... the L will accept the 6.8mm, the H will accept the WP barrels)
- G36 Rails + G36 versions // G11 // CAWS = G36 //G11//CAWS RAS versions
- G36 Grip/Optics + G36 versions // G11 // CAWS = G36 //G11//CAWS regular versions
- AK Conversion Kit + SKS // and several AK-variants = Tactical version of the gun
- upper receiver kits for M4 variants = other variant (works with .50 Beowulf, AR57, M4A1, M4A3, Whisper Kitty, SEAL Recon Rifle)
- M16A4 Conversion Kit + M16A4 = DMR variant of the M16
- AUG Barrels + AUG = other AUG variant
- Fixed Telescopic Optics + AUG RAS variants/P90 RAS/CAWS RAS/G11 RAS = basic variant of the gun
- Rail Kit large + basic AUG variants = RAS version
- Rail Kit small + P90 = P90 RAS
- HK416 Barrels + Hk416 variant = other HK416 variant
- HK417 Barrels + HK417 variant = other HK417 variant
- Blaser R93 Barrels + Blaser R93 variant = other Blaser variant


A note on gun merges: Make sure, that you take off all attachments and unload the gun before changing barrels//adding rails. Otherwise your stuff might disappear. Tried this with a conversion of AR57 into beowulf, my 50 rnd 5.7 mag just vanished (probably because there was no room to drop the mag, the other way round with a loaded beowulf worked flawless, the mag was put into a small pocket and all attachments stayed on the gun).

Armour:

Major change: Most armour can't be repaired anymore (there are some exceptions), instead you'll need Compound-18 // Compound-20.

- C18 Upgrade Kits + various Armour pieces = treated Armour
- C20 Upgrade Kits + various Armour pieces = coated Armour
- C18 + regular or C-18 armour = repairs the armour
- C20 + a C-20 armour // EOD // Dragonskin // KAZAK-6 = repairs the armour
- C20 + titanium plate = repairs the plate

- Upgrade Kits + various armor = appropriate upgraded armor (Stealth Kit only works with Kevlar)
- Dragonskin + Camo Uniforms = Camo Dragonskin


Attachments:

[color:#FF0000]Due to inclusion of NAS in AIM-NAS V6, the following merges are more or less obsolete. Only things working are the merges for Rod&Spring, Gun Barrel Extender, Trigger Groups, Griplight, Rifle-LAM&Flashlight Combo and the reddot LAM& Reflex Sights merges (for usage with certain pistols, that have a limited amount slots).

No more Aiming modules in AIM-NAS, as those are basically no longer needed...[/color]

- Aluminium Rod + Spring = Rod&Spring
- Steel Tube + Duct Tape + Quick Glue = Gun Barrel Extender

- Rod&Spring + Trigger Group = mod. trigger Group (slightly worse than both items seperately, but you'll save one attachment slot and the mod. trigger group can be removed from the gun)

- Duct Tape // Quick Glue + any attachment = mod. version (needed for further merging or as inseperable item that will stick to a gun permanently)

One of the following pieces must be modified:

- Tact. Flashlight + Rifle Lam = Rifle-LAM&Flashlight Combo
- Reddot LAM + Reflex Sight = Reddot LAM&Reflex Sight Combo
- Reddot LAM + Sight Mark Reflex Sight = Reddot LAM&SMR Combo
- Reddot LAM + Speeddot = Reddot LAM&SD Combo
- CORSAK + Kobra = CORSAK&Kobra Combo
- Foregrip + Tac. Flashlight = Griplight
- Reflex Sight + small scope = small scope combo
- Reflex Sight + ACOG = ACOG Combo
- Reflex Sight + Battle Scope = Battle Scope Combo


Aiming Modules:

- Reddot LAM&Reflex Sight Combo + small scope = Aiming Module I
- Reddot LAM + ACOG Combo= Aiming Module II
- Reddot LAM + Battle Scope Combo = Aiming Module III
- AN/PEQ + ACOG Combo = Aiming Module II-X
- AN/PEQ + Battle Scope Combo = Aiming Module III-X
- PSO-1 + CORSAK&Kobra Combo = Aiming Module WP

(the Aiming Modules can often be get using different paths, important is, that they have the required components)


No glue needed:
- Burris AR scope + Burris Speeddot = Aiming Module SDA
- Burris AR scope + Combo Speeddot&Reddot LAM = Aiming Module SAR
- mod. Reddot + Aiming Module SDA = Aiming Module SAE
- AN/PVS NV scope + Burris Speeddot = Aiming Module SDNV
- AN/PVS NV scope + Combo Speeddot&Reddot LAM = Aiming Module SDRNV
- mod. Reddot + Aiming Module SDNV = Aiming Module SDRNV


Components for the Aiming modules are:
Aim I: Reddot LAM, Reflex Sight, Small Scope
Aim II: Reddot LAM, Reflex Sight, ACOG
Aim II-X: AN/PEQ, ACOG, Reflex Sight
AIM III: Reddot LAM, Reflex Sight, Battle Scope
AIM III-X: AN/PEQ, Reflex Sight, Battle Scope (will not work with all guns that could take the seperate parts, this is to showcase newer Railsystems, for example on the SCAR, the HK 416/417 series, some others...)
AIM WP: CORSAK, Kobra, PSO-1
AIM SDA: Burris Speeddot, Burris AR
AIM SAR: Burris Speeddot, Burris AR, Reddot

required as components for explosives//mines:

- Tank of Gas + Oil = Gasoline-Oil Mix
- Bottle of Alcohol + Oil = Alcohol-Oil Mix
- Glass Jar + Marbles = Jar with Marbles
- Detonator + Flare = modified Flare
- Detonator + Walkman = modified Walkman
- Detonator + Steeltube = Steel Tube with Primer


Explosives:

- various Grenades//Molotov Cocktail + Gasoline-Oil Mix = various Eagle Items (basically gas tanks that can be used as explosive devices)
- String//copper wire + mod. Flare = Trip Flare
- String//copper wire + mod. Walkman = Trip Klaxon
- Pack of Gum + Flashbang = Flashbang Mine
- Pack of Gum + Mustard Gas Grenade = Mustard Gas Mine
- Pack of Gum + Tear Gas Grenade = Tear Gas Mine
- Pack of Gum + Smoke Grenade = Smoke Mine
- duct tape//quick glue + detonator = mod. detonator (will stick to a bomb as inseperable attachment)


- Rag + Alcohol-Oil Mix = Molotov Cocktail
- Duct Tape + Flare = taped Flare
- Duct Tape + Alcohol&Oil Mix = taped Alcohol&Oil
- Taped Flare + Alcohol&Oil Mix = Flarebomb (also works if the alcohol is taped or both are taped)

- RDX + TNT = HMX
- RDX + C1 = C4
- RDX + C1 small = C4 small
- C1 + copper wire = 2x C1 small
- C4 + copper wire = 2x C4 small
- shaped charge + shaped sharge = c1 small
- shaped charge + jar with marbels = improvised grenade
- copper Wire + Claymore = mod. Claymore (can be used as a bomb, instead of a mine)
- Gameboy + C1 small = 2x shaped charge
- 2 small charges C1/C4 = C1/C4

- 40mm shell casing + any 40mm grenade = 40mm shell


LBE:

- 40mm VOG Grenade Panel + 40mm VOG grenade Panel = VOG Chest Rig
- Mod. Pouches + Mod. Pouches = Mod. Rigs (there are a lot of possible combinations, just try out what works... doesn't work in all possible combinations yet, might change that later on)

- SAW pouch + LBE Gear = SAW LBE
- mod. triple grenade pouch + LBE Gear//SAW LBE = mod. LBE Gear
- mod. utility + LBE Gear = mod. LBE Gear
- mod. first aid pouch + LBE Gear//SAW LBE = mod. LBE Gear

(the LBE Gear//SAW LBE gear can be upgraded until all pocket slots are used)

- 40mm Grenade Rig + 40mm Grenade Rig = 40mm Grenade Panel

- Pouch Straps + several mod. Pouches will seperate the pouches (also works on vests modified with the following merge)

- Belt Type LBE + one of the following vests: Hunter Vest, Biggame Hunter Vest, AK Chest Rig, M23 Chest Rig, Police Utility Vest or Sniper Jacket = modified version


Misc:

- Fumble Pack + x-Ray Tube + Pack of Gum = X-Ray Device
- Display Unit + X-Ray Device = X-Ray Detector
- LameBoy Display + Copper Wire = Display Unit
- Gameboy + Copper Wire = LameBoy Display
- Platinum Watch + Copper Wire = Detonator

- Various Clothing + various Knives = Rag
- Rubber band + various Knives = Mod. Pouch Set Straps

- Canteen + Cigars = Woodland Camo Kit
- Canteen + Cuban Cigars = Desert Camo Kit

- String + Soda Can = Soda can with String
- Batteries + Detonator = Remote Detonator

- Woodland Camo Kit + Rag + Rubber Band//String = Ghillie Kit Woodland
- Desert Camo Kit + Rag + Rubber Band//String = Ghillie Kit Desert

Combine Merges:

First Aid Kit
medical Kit
Tool Kit
Locksmith Kit
Camo Kits
Alcohol
Wine
Beer
Tank of Gas
20mm Clips
25mm Clips
40mm Cylinder
43mm Grenades
DM 13 Signal Magazine
Compound 18
Compound 20

[Updated on: Tue, 24 August 2010 23:10] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #257202] Thu, 22 July 2010 21:27 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
Guide to Pocket sizes used

[color:#FF0000]Last Update: 24.08.2010[/color]

Also new are changes to the item sizes. Those changes probably won't matter in game, it's more a behind the scenes thing... anyways here is the list for item sizes currently used (it's a bit different to the list posted in the Thread 3):

34: ammo crates, ammo donkeys, full back packs (no more stuffing them into other back packs, or overloading vehicles)
33: Gas Tanks, full vests and full combat packs
32: Tool kit, conversion kits, heads, empty backpacks
31: Armour (vests and pants), LBE vests, combat packs, full thigh packs & belts
30: Helmets, thigh packs, belts, armour conversion kits
29: Rockets (RPG and Carl-Custaf)
28: 60mm shells
[color:#FF0000]27: 43mm grenades, 40mm cylinders (No longer in use in AIM-NAS... might replace this with a different thing... dunno yet).[/color]
26: 40mm grenades & shells
25: 20mm, 25mm and 40mm metalstorm clips, trip mines (the ones made from large grenades)
24: 12g shells (12) (tried them at size 19, but that led to awkward situations with other item sizes, and as 24 was empty, I decided to avoid that)
23: bottles, canteen, stick grenade
22: mini rockets, crossbow bolts (that of course means, that the quiver will now take mini rockets as well)
21: ammo belts, med kit, bloodcat pelt, flamethrower tank
20: drum mags, claymore, large attachments (like aiming modules, aimpointer, etc), ammo boxes, mostly bigger stuff that would fit a medium pocket, but not a misc pocket (like headsets, bigger gas masks)
19: large handgrenades, glass jars, emergency flare
18: large mags, medium attachments (larger scopes, medium sized lasers, small aiming modules, etc), large knives, TNT/HMX, landmine
17: sniper mags, gas mask, NVG I&II, sun goggles (yeah, should be smaller, but i think it's more convenient this way... if they were smaller more than 1 would fit a medium pocket which would make outfitting kind of annoying, especially if you don't fix them to a helmet) first aid kit, large C1 & C4, most binoculars, other stuff that needs at least a misc pocket to be stored
16: AR mags
15: SMG mags, various smaller stuff (like T-shirts, rod&spring)
14: speedloader, regular grenades, stones, small attachments, soda can, , Compound 18/20
13: short rifle mags, small C4&C1 (stuff that needs at least a small pocket)

These items will fit a tiny pocket:
12: pistol mags
11: small pistol mags, small grenades, throwing knives
10: tiny stuff (keys, money, marbles, etc...), tiny grenades (V40), shuriken

9-0: guns in varying sizes (also includes LAWs, swords, spades, crowbar)


I tried to make sizes 5-9 matter more (the gun sling will take all guns size 4 and up, but combat pack gun sling will not take size 8 and 9, size 5 and 6 can be stacked in vehicles, etc... only small changes, but the sizes 5-9 felt too much the same)

In order to make M67, RGN and RGO handgrendes usefull again, they now have size 11 (wheras HG85 has size 12... that means with certain pockets you'll be able to carry one more of the smaller grenades, I felt this was necessary, as the HG85 is strictly better than the other 3 grenades and I found myself only using HG85s and completely ignoring the other mini grenades...)

[Updated on: Tue, 24 August 2010 23:11] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #257203] Thu, 22 July 2010 21:28 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
Gun List for AIM sorted by calibre.

[color:#FF0000]AIM-NAS stuff in red[/color]
[color:#3333FF]stuff only in AIM V53 in blue[/color]

[color:#FF0000]Update: 24.08.2010[/color]

.22 LR
- American-180
- Armalite AR-7 Survival Rifle
[color:#FF0000]- Calico M-100[/color]
- Hi-Standard HDM
- Ruger 10/22

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

.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
[color:#FF0000]- HK MP5/40A3 RAS[/color]
- 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-900A
- Calico M-960A
- Carl Gustaf M/45B
- Cobray M11/9
- Colt 9mm SMG
[color:#3333FF]- Colt 9mm SMG C-Mag[/color]
- 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
[color:#FF0000]- HK MP5A4 RAS[/color]
- HK MP5SD5
[color:#FF0000]- HK MP5SD5 RAS[/color]
- HK MP5N
[color:#FF0000]- HK MP5N RAS[/color]
[color:#3333FF]- HK MP5A4 C-Mag
- HK MP5SD5 C-Mag
- HK MP5N C-Mag[/color]
- 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
[color:#FF0000]- Skorpion EVO III[/color]
- 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
[color:#FF0000]- HK MP5/10A3 RAS[/color]
- Colt PDW 10mm

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
[color:#FF0000]- Akdal MKA 1919[/color]
- 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
- M2 Carbine


6x35
- KAC PDW
- Magpul PDR

5.45x39
- AEK-971
- AK-74
[color:#FF0000]- AK-74M[/color]
- AK-105
- AK-107
- AKS-74
- AKS-74 Tactical
- AKS-74U
- AKS-74U Tactical
- AN-94 Abakan
- RPK-74
- S&W M&P15R

5.56x45
- AICW
[color:#FF0000]- AK-101[/color]
- AK-102
- AK-108
- Ares M4 Shrike
- Beretta AR-70/90
- CETME Ameli
- CMMG 7.3
- Colt M16A1
[color:#3333FF]- Colt M16A1 C-Mag[/color]
- Colt M16A4
[color:#3333FF]- Colt M16A4 C-Mag[/color]
- Colt M16A4 SAM-R
- Colt M4 Commando
[color:#3333FF]- Colt M4 Commando C-Mag[/color]
- Colt M4A1
[color:#3333FF]- Colt M4A1 C-Mag[/color]
- Colt XM177-E1
[color:#3333FF]- Colt XM177-E1 C-Mag[/color]
- ColtCanada C7CT
- Diemaco C7A2
[color:#3333FF]- Diemaco C7A2 C-Mag[/color]
- FAMAS G2
- FN F2000
- FN FNC
- FN Minimi (M249 SAW)
- FN Minimi SPW
- FN SCAR-L CQB
- FN SCAR-L SV
- HK 23E
- HK 33KE
[color:#3333FF]- HK 33KE C-Mag[/color]
- HK 416 10"
- HK 416 14"
- HK 416 16"
- HK 416 20"
- HK 53A3
[color:#3333FF]- HK 53A3 C-Mag[/color]
- HK G36
- HK G36 RAS
- HK G36C
- HK G36K
- HK G36K RAS
- HK G41A2
[color:#3333FF]- HK G41A2 C-Mag[/color]
- HK MG36
- HK MG36 RAS
- HK MG43
[color:#FF0000]- HK SL6[/color]
- 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 AC-556
- Ruger Mini-14
- SAR 21
- SEAL Recon Rifle
- SIG SG540
[color:#3333FF]- SIG SG540 C-Mag[/color]
- SIG SG550
[color:#3333FF]- SIG SG550 C-Mag[/color]
- SIG SG551 SWAT
[color:#3333FF]- SIG SG551 SWAT C-Mag[/color]
- SIG SG552 Commando
[color:#3333FF]- SIG SG552 Commando C-Mag[/color]
- 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
[color:#3333FF]- AEK-973 Drum[/color]
- AEK-973S
- AK-103
[color:#3333FF]- AK-103 Drum[/color]
- AK-104
[color:#3333FF]- AK-104 Drum[/color]
- AK-47
[color:#3333FF]- AK-47 Drum[/color]
- AKS-47
[color:#3333FF]- AKS-47 Drum[/color]
- AKM
[color:#3333FF]- AKM Drum[/color]
- AKM Tactical
[color:#3333FF]- AKM Tactical Drum[/color]
- AKMS
[color:#3333FF]- AKMS Drum[/color]
- AKMSU
- AMD-65M
- FN SCAR-WP CQC
- FN SCAR-WP
- Groza OC-14
- KAC SR-47
- RPD
- RPK
- Ruger AC-762
- 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
[color:#FF0000]- L1A1 SLR[/color]
- 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
- M1 Garand EBR
- M1918A2 BAR
- Remington Model 710
- Springfield M1903A4

9x39
[color:#FF0000]- AK-9[/color]
- 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
[color:#3333FF]- .50 Beowulf Rifle C-Mag[/color]

.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
[color:#FF0000]- PGM Ultima Ratio Hecate II[/color]

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

12.7 sub
- VSSK Vychlop

.470 Nitro Express
[color:#FF0000]- Krieghoff Elephant Gun[/color]

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: Tue, 24 August 2010 23:24] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #257205] Thu, 22 July 2010 21:32 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
Grenade and Explosives list for AIM


Fragmentation grenades:
- F1
- M61
- M-DN 11
- MK2
- No. 36M Mills
- RGD-5
- Improvised Grenade
- M24 Stielgranate
- MK32A2 offensive Grenade
- Pipebomb C1
- Pipebomb C4
- HG85
- M67 Mini Grenade
- RGN
- RGO
- V40 Mini Grenade

Incendiary grenades:
- AN/M14
- Flarebomb
- M34 WP
- Molotov Cocktail

Stun Grenades:
- Stun Grenade
- Stinger Grenade
- XM84 Stun Grenade

Tear Gas:
- M25A2 Riot Grenade
- Tear Gas Grenade

Various Stuff:
- Mustard Gas Grenade
- Smoke Grenade
- Flashbang

[Updated on: Thu, 22 July 2010 22:33] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #257239] Fri, 23 July 2010 04:53 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
Added the M2 carbine.


Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #257352] Sat, 24 July 2010 01:28 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
Added an improvised conversion kit, thta can be used to turn certain guns into full auto versions (like the M1 carbine -> M2 carbine, SVU -> SVU-A).

The kit can't be bought, and is only available through a merge.


Additional possible merges (including slightly different pics for the new guns as well):
Mini-14 + Impr. Conv. Kit => Ruger AC-556
Mini-30 + Impr. Conv. Kit => Ruger AC-762
Calico M-900 + Impr. Conv. Kit => Calico M-900A

(yeah, I know, the Calico and the AC-762 don't really exist, but they fit the theme...)

[Updated on: Sat, 24 July 2010 05:05] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #257360] Sat, 24 July 2010 02:51 Go to previous messageGo to next message
Jinxed

 
Messages:238
Registered:October 2008
Location: Land of Skanks and Cottag...
M39 Enhanced Marksman Rifle

http://en.wikipedia.org/wiki/M39_Enhanced_Marksman_Rifle
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #257361] Sat, 24 July 2010 02:53 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
Jinxed
M39 Enhanced Marksman Rifle

http://en.wikipedia.org/wiki/M39_Enhanced_Marksman_Rifle



What's the difference to the EBR?




Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #257363] Sat, 24 July 2010 03:38 Go to previous messageGo to next message
Jinxed

 
Messages:238
Registered:October 2008
Location: Land of Skanks and Cottag...
"It's an M14 (or M1A) pimped out to the Marine Corps' specs for designated marksmanship rifles, EOD teams, and for the spotters in scout sniper teams. They've only been issued in this form since 2008.

Basically, start with a USMC DMR (http://en.wikipedia.org/wiki/United_States_Marine_Corps_Designated_Marksman_Rif le), an accurized M14 with 22 inch barrel. Replace the stock with a Sage International M14ALCS (http://www.sageinternationalltd.com/si/access/ebr.html) brown anodized aluminum stock. It has picatinny rails up front and a telescoping buttstock in the rear. The fore end also has a clever kydex wraparound piece, so you're not stuck fussing with those goofy picatinny rail covers. Next, replace the USMC DMR's Leupy Mk4 or Unertl scope with a 3-12x50 from Schmidt & Bender. Mount it on Badger Ordinance 34mm rings, with a wider ring up front with an adapter for a Simrad NV device."
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #257388] Sat, 24 July 2010 16:07 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
Might add it later on... currently I'm much more interested in the M1 Garand in an EBR stock. According to the Sage International site, they make there EBR stocks for Garands as well. That could be interesting... Have to go and look for a pic...



Edit:

M1 Garand EBR


http://img38.imageshack.us/img38/292/garandebr.gif

[Updated on: Sat, 24 July 2010 16:58] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #257404] Sat, 24 July 2010 21:11 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3704
Registered:July 2009
smeagol
Calico M-900 + Impr. Conv. Kit => Calico M-900A

(yeah, I know, the Calico and the AC-762 don't really exist, but they fit the theme...)

Actually, there is a select fire version of the M900, the M951A. It has the same 16" barrel and only differs in having a build in foregrip like the M960A.


Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #257405] Sat, 24 July 2010 21:28 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
DepressivesBrot
smeagol
Calico M-900 + Impr. Conv. Kit => Calico M-900A

(yeah, I know, the Calico and the AC-762 don't really exist, but they fit the theme...)

Actually, there is a select fire version of the M900, the M951A. It has the same 16" barrel and only differs in having a build in foregrip like the M960A.



Thanks for the info. Smile Good to know.


Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #257417] Sun, 25 July 2010 00:20 Go to previous messageGo to next message
silversurfer

 
Messages:2796
Registered:May 2009
Hey smeagol, today I found out that the WF map update 20090909 on your skydrive isn't compatible with default 1.13. There are items defined that don't exist in 1.13.
That means that people have to use the old WF maps 6.06 international version or live with lots of NADA items everywhere or use AIM even if they don't want to.

It would be easier if there were comments on the different downloads that would describe what is included and what is needed for the download to work.

Do you still support the WF maps? As far as I know there were some issues left, things like constant respawn of civil guards or tiles where wounded characters became invulnerable.

I really like the WF maps and would like to play with the most bug free version but I just don't know which one it is.

Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #257422] Sun, 25 July 2010 01:00 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
Hmm... don't know if there even is a bug free version.

But it's true, the update on my skydrive only works with AIM. Many items in the map are newer stuff I added.


Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #257423] Sun, 25 July 2010 01:23 Go to previous messageGo to next message
Jinxed

 
Messages:238
Registered:October 2008
Location: Land of Skanks and Cottag...
Well it works fine with IoV although some items on the map may not be what the original intention was. There is an abundance of high end rocket launchers and sniper rifles, but I just don't use them. Your map update really completes the maps though. It's too bad we still have that bloody grass everywhere.
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #257424] Sun, 25 July 2010 01:27 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
Jinxed
Well it works fine with IoV although some items on the map may not be what the original intention was. There is an abundance of high end rocket launchers and sniper rifles, but I just don't use them. Your map update really completes the maps though. It's too bad we still have that bloody grass everywhere.



The grass isn't the prob, it's the cover system and line of sight. Think this has been fixed in the exe that is currently in beta testing.


Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #257425] Sun, 25 July 2010 01:31 Go to previous messageGo to next message
Jinxed

 
Messages:238
Registered:October 2008
Location: Land of Skanks and Cottag...
I wish the small trees were blowable. You can get rid of most grass/bushes that provides limited cover, just not trees.

Good news on that cover system.
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #257468] Sun, 25 July 2010 15:47 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
Fixed wrong colors in the mdpics of the SAM-R, the Seal Recon Rifle and the Carl-Gustaf RL (replaced the brownish ones from the mdguns with greenish pics in md2).

[Updated on: Sun, 25 July 2010 15:58] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #257477] Sun, 25 July 2010 19:19 Go to previous messageGo to next message
kjou

 
Messages:18
Registered:July 2010
Location: hamburg, germany
Hello!

First time poster, long time lurker. Yesterday, i tried to get the following mod combination to work:
JA2 gold -> latest svn -> wildfire maps -> mapupdate -> AIMV51 -> STOMP1.12.
I merged, using that sequence. Solved the jeep problem, thanks to the help someone provided in another thread.
As it looks i have one strange problem left. All of the new gus added via AIM have various stats set to zero. Like range: 0 etc. Im a bit clueless now. Im using the ja2options.ini from STOMP1.12. Any ideas?
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #257481] Sun, 25 July 2010 19:37 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
kjou
Hello!

First time poster, long time lurker. Yesterday, i tried to get the following mod combination to work:
JA2 gold -> latest svn -> wildfire maps -> mapupdate -> AIMV51 -> STOMP1.12.
I merged, using that sequence. Solved the jeep problem, thanks to the help someone provided in another thread.
As it looks i have one strange problem left. All of the new gus added via AIM have various stats set to zero. Like range: 0 etc. Im a bit clueless now. Im using the ja2options.ini from STOMP1.12. Any ideas?



Welcome to the Pit.


Which guns cause problems? Might either be a problem in AIM or maybe STOMP has changed it.

[Updated on: Sun, 25 July 2010 19:38] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #257482] Sun, 25 July 2010 19:44 Go to previous messageGo to next message
silversurfer

 
Messages:2796
Registered:May 2009
STOMP doesn't include a new items.xml. It only has a new weapons.xml but the only difference to vanilla 1.13 is the feature of "1". The problem is probably that STOMPs weapon.xml did overwrite AIMs weapon.xml and therefor info on all AIM weapons is missing.

You should copy the weapons.xml from AIM over again or even better merge the two.


edit: Maybe other AIM files shouldn't be overwritten by STOMP too?

[Updated on: Sun, 25 July 2010 19:46] by Moderator


Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #257485] Sun, 25 July 2010 21:09 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
Added the Calico M100 (along with the appropriate 100 rnd Helixmags in .22 LR).

http://img716.imageshack.us/img716/2716/calicom100.gif


Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #257514] Mon, 26 July 2010 00:13 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
Uploaded AIM V52.


Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #257516] Mon, 26 July 2010 00:33 Go to previous messageGo to next message
kjou

 
Messages:18
Registered:July 2010
Location: hamburg, germany
Thnx! It was idd STOMP overwriting some files from AIM. Keep up the good work!
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #257527] Mon, 26 July 2010 02:19 Go to previous messageGo to next message
Jinxed

 
Messages:238
Registered:October 2008
Location: Land of Skanks and Cottag...
Dunno how you got the jeep because it aint working for me Sad
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #257558] Mon, 26 July 2010 13:33 Go to previous messageGo to next message
kjou

 
Messages:18
Registered:July 2010
Location: hamburg, germany
It did only work after i started a new game. Did you trie that?

[Updated on: Mon, 26 July 2010 13:34] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #257578] Mon, 26 July 2010 18:26 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
Added the 5.45x39 M4 Variant and a Colt PDW in 10mm Auto (the pic for it was already in the sti, though afaik it was intended to be a colt SMG in .40S&W.... ah well, what ever... the mod could use a second SMG in 10mm Auto anyways).


Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #257600] Mon, 26 July 2010 22:41 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3704
Registered:July 2009
One small issue with the V52: The M1 EBR has no description text. No real problem, but it looks oddly.


Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #257601] Mon, 26 July 2010 22:57 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
Thanks for reporting.


Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #257615] Tue, 27 July 2010 03:14 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
Fixed the missing text on the Garand EBR.

Also added .50BMG Match ammo and .30 carbine Tracer ammo.

[Updated on: Tue, 27 July 2010 05:55] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #257637] Tue, 27 July 2010 12:00 Go to previous messageGo to next message
K0ukku

 
Messages:190
Registered:December 2009
Awesome smeagol, keep on upgrading!

Can we see the expensive and useless FLASH? Smile

-Koukku
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #257699] Tue, 27 July 2010 23:22 Go to previous messageGo to next message
smeagol

 
Messages:2731
Registered:June 2008
Location: Bremen, Germany
Just uploaded the last (as in final) Version of AIM.

Get V53 here.

[Updated on: Wed, 28 July 2010 18:48] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #257735] Wed, 28 July 2010 06:55 Go to previous messageGo to next message
Anonymous
Smeagol, would it be possible to integrate deployable cameras?
Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #257782] Wed, 28 July 2010 20:09 Go to previous messageGo to next message
lockie

 
Messages:3812
Registered:February 2006
Location: Scotland
Quote:
would it be possible to integrate deployable cameras?


How do you see that working (gamewise) ?


Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #257784] Wed, 28 July 2010 20:36 Go to previous messageGo to next message
silversurfer

 
Messages:2796
Registered:May 2009
An invisible observer which shows you what he sees, just like militia does?

Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #257789] Wed, 28 July 2010 21:25 Go to previous messageGo to next message
Anonymous
Exactly. It is the same thing as the x-ray detector only it is confined to a viewing distance.

[Updated on: Wed, 28 July 2010 21:25]

Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #257791] Wed, 28 July 2010 21:38 Go to previous messageGo to next message
lockie

 
Messages:3812
Registered:February 2006
Location: Scotland
Would seem to make things easier ?
Then turns would be more frequent , slowing gameplay mebbe ?


Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #257818] Wed, 28 July 2010 23:56 Go to previous messageGo to next message
tais

 
Messages:672
Registered:February 2008
Location: NL
depends on if this camera enables turn based mode, it's just an observer... Razz


Re: Alpha_Item_Mod_for_WF6.06 Part 5[message #257827] Thu, 29 July 2010 01:42 Go to previous messageGo to previous message
Faithless

 
Messages:441
Registered:October 2009
Location: The safe end of the barre...
The end is near.
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