Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » AIMNAS Archives » Alpha_Item_Mod_for_WF6.06 Part 6
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261812] Mon, 06 September 2010 23:30 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3721
Registered:February 2006
Location: Scotland
Cannot sticky every thread or we lose the point of doing it , this one HAS been stucked !! Very Happy

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Captain

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261821] Tue, 07 September 2010 00:02 Go to previous messageGo to next message
tais

 
Messages:656
Registered:February 2008
Location: NL
maybe you should unstick some very old and now useless threads? Razz

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First Sergeant

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261825] Tue, 07 September 2010 00:35 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
You could release part 5 for example. Since Smeagol has links to all the old threads in his opening post it's not necessary to keep the old ones fixed.

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Lieutenant
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261891] Tue, 07 September 2010 19:41 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Fixed the trigger group merges.

Those work now as follows (works for regular and modified version):

Trigger Group 2 + Copper Wire = T.G. 3 + Pack of Gum
Trigger Group 4 + Copper Wire = T.G. 3 + Rubber Band

Trigger Group 2 + Rubber Band = T.G. 4 + Pack of Gum
Trigger Group 3 + Rubber Band = T.G. 4 + Copper Wire

Trigger Group 3 + Pack of Gum = T.G. 2 + Copper Wire
Trigger Group 4 + Pack of Gum = T.G. 2 + Rubber Band


(yeah, I know, the merges are a bit far fetched... it's all for the sake of having the merges...)

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261893] Tue, 07 September 2010 20:03 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
After playing a little I must say that I'm impressed! There are so many new things to discover. Smile

I've got some questions though - why are there several ammo donkeys for the same ammo type? Why do they have to be two-handed and so big that they don't fit in any pocket?

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Lieutenant
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261898] Tue, 07 September 2010 20:22 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
smeagol
(yeah, I know, the merges are a bit far fetched... it's all for the sake of having the merges...)

Might want to try my variant instead? I 'cycle' through the trigger groups using a utility knife (use type merge). This represents 'adjusting some internal component' and only requires 3 merges:
TG 4 -> TG 3
TG 3 -> TG 2
TG 2 -> TG 4

I don't think it's worse than stuffing bubblegum into your trigger group, could also use a toolkit instead if you feel this is to complex to do with a utility knife.

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Captain

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261904] Tue, 07 September 2010 21:03 Go to previous messageGo to next message
goc_man is currently offline goc_man

 
Messages:113
Registered:November 2007
Location: Croatia
@ DepressivesBrot: Nice suggestion, I agree. The toolkit option is even better. It would also be nice if the toolkit would be used up a bit for this merge.

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Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261910] Tue, 07 September 2010 21:36 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
DepressivesBrot
smeagol
(yeah, I know, the merges are a bit far fetched... it's all for the sake of having the merges...)

Might want to try my variant instead? I 'cycle' through the trigger groups using a utility knife (use type merge). This represents 'adjusting some internal component' and only requires 3 merges:
TG 4 -> TG 3
TG 3 -> TG 2
TG 2 -> TG 4

I don't think it's worse than stuffing bubblegum into your trigger group, could also use a toolkit instead if you feel this is to complex to do with a utility knife.


Great idea. I make that instead. Smile

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261921] Tue, 07 September 2010 22:54 Go to previous messageGo to next message
Hairysteed is currently offline Hairysteed

 
Messages:193
Registered:December 2007
Location: Finland
DepressivesBrot

Might want to try my variant instead? I 'cycle' through the trigger groups using a utility knife (use type merge). This represents 'adjusting some internal component' and only requires 3 merges:
TG 4 -> TG 3
TG 3 -> TG 2
TG 2 -> TG 4

I don't think it's worse than stuffing bubblegum into your trigger group, could also use a toolkit instead if you feel this is to complex to do with a utility knife.

Possible exploit: Repair a damaged trigger group using a 100% toolkit to merge. Merge toolkits and repeat until status of the trigger group reaches 99%

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Staff Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261923] Tue, 07 September 2010 22:56 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
That's why I said 'use type merge', it doesn't change anything about the condition of the items.

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Captain

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261925] Tue, 07 September 2010 23:19 Go to previous messageGo to next message
Loucipher

 
Messages:157
Registered:October 2009
Hey, this actually makes much more sense than these "gum/wire/band" variants. Trigger groups are complex mechanical devices, not some playtoys that can be tweaked with just any piece of garbage you happen to have at hand.

Thumbs waaaay up, DB Smile

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Staff Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #262166] Sat, 11 September 2010 00:04 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Just uploaded V9.

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #262172] Sat, 11 September 2010 01:40 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
Two new ammo donkeys have some wrong data. They fit in small pockets.

Item 2369 and 2371:

add "34"
remove "8"

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Lieutenant
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #262180] Sat, 11 September 2010 03:33 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Thanks for reporting... I might change that when I remember... currently working on the AIM-NCTH conversion (which will make the xml editor useless until it gets updated...).

Therefore, I won't be adding any completely new stuff in the next time... just updating all the items for NCTH will take quite some time anyways.

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #262222] Sat, 11 September 2010 16:48 Go to previous messageGo to next message
K0ukku is currently offline K0ukku

 
Messages:188
Registered:December 2009
Is there a folding foregip in the game? I was just wondering since I haven't seen any so far...

And Smeagol could you pleease release a minor fix, at least for the MP5SD RAS and other stuff mentioned before you move to NCTH project?

I've just conquered Cambria and these new additions have been so sweet. Thanks.

-K0ukku

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Staff Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #262233] Sat, 11 September 2010 18:35 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
I think the MP5 fix is in V9.

Folding Foregrips can probably be ordered from Bobby Rays. Finding them in-game could be a bit difficult I guess...

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #262242] Sat, 11 September 2010 19:11 Go to previous messageGo to next message
reVurt is currently offline reVurt

 
Messages:61
Registered:March 2007
Location: The Great White North, eh...
smeagol
Folding Foregrips can probably be ordered from Bobby Rays. Finding them in-game could be a bit difficult I guess...


I haven't downloaded the latest version, but in a previous version I had to add a line to Items.xml since Bobby Rays didn't carry them, which was probably an oversight.

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Corporal
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #262267] Sat, 11 September 2010 20:56 Go to previous messageGo to next message
K0ukku is currently offline K0ukku

 
Messages:188
Registered:December 2009
reVurt, could you instruct me how to add those lines? Since I havent seen them in BR and I have looked for it.

Small issue, but it would be nice to get it work.

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Staff Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #262271] Sat, 11 September 2010 21:12 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
There are two values which define what Bobby Ray should have in stock.

1
1


You need to add them to the attachment that you want in his stock. The number between the tags defines the amount that BR has.

If you would want to buy the folding foregrip in new and used condition you would do this for example:


	2407
	Foregrip, folding
	A. - Foregrip, folding
	This small folding foregrip fits certain submachineguns.
	A. - Foregrip, folding
	This small folding foregrip fits certain submachineguns.
	268435456
	1
	1057
	1
	2
	20
	100
	2
	1
	1
	1
	1
	2
	1
	4
	4
	8



He could have 2 new ones and 1 used one.

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Lieutenant
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #262276] Sat, 11 September 2010 22:57 Go to previous messageGo to next message
K0ukku is currently offline K0ukku

 
Messages:188
Registered:December 2009
Cool. A. - Foregrip, folding was there, but the Bobby Ray lines were missing. Thanks for help.

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Staff Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #262285] Sat, 11 September 2010 23:48 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
For the NCTH version I fixed the two ammo donkeys and the Folding Foregrip not showing up in BR inventory.

I will also add more than one default attachment to some guns.

But remember: As I said before, the files won't be compatible with the XML Editor, if you try to use the editor on them, it will either not load at all or overwrite the file and thus deleting the new changes.


Anyways... back to work...

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #262339] Sun, 12 September 2010 16:43 Go to previous messageGo to next message
datakurs is currently offline datakurs

 
Messages:166
Registered:June 2009
Location: Budapest, Hungary
Tony does not buy Stock polymere foldings.

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Staff Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #262349] Sun, 12 September 2010 19:20 Go to previous messageGo to next message
KingYufka is currently offline KingYufka
Messages:2
Registered:October 2009
Location: -
http://h.imagehost.org/0201/Heat_Rocket.jpg
http://h.imagehost.org/0456/Heat_Rocket2.jpg

Found new bugs. The heat rocket overtakes the properties of the napalm rocket. This only happens if you have a heat (or a HEDP) rocket and a napalm rocket attached at the rocketlauncher.
A single rocket works fine.
http://h.imagehost.org/t/0810/NoDoor.jpg
Anoher problem is that i cant open this door.
http://h.imagehost.org/0883/HKG36C.jpg
Nothing to say Wink... except nice work so far

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Civilian
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #262350] Sun, 12 September 2010 19:33 Go to previous messageGo to next message
datakurs is currently offline datakurs

 
Messages:166
Registered:June 2009
Location: Budapest, Hungary
I had no problem with that door. Try to lockpick it with a better merc (higher mechanic skill, higher level, technician/engineer skill, phlegmatic personality etc.).

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Staff Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #262354] Sun, 12 September 2010 20:42 Go to previous messageGo to next message
tais

 
Messages:656
Registered:February 2008
Location: NL
maybe next time post pictures in jpeg, gif or png format, bmp is soooo big it takes hours to load on slow image hosts

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First Sergeant

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #262494] Tue, 14 September 2010 00:53 Go to previous messageGo to next message
nsnipe is currently offline nsnipe

 
Messages:22
Registered:May 2010
Hi m8s, found this:
Assertion failure [Line 1368 in file Map Edgepoints.cpp]
Sector A9 level 0 doesn't have any isolated south mapedgepoints KM:1

it occurred when I tried to go to A9 (Omerta) from B9 in tactical. Its map bug or something more serious?
AIM-NAS v9 not sci...

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Private 1st Class
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #262509] Tue, 14 September 2010 02:49 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Hmm... Gorro reported a similar thing... I could not reproduce it. Don't know what's going on there...



I uplaoded the first test version of files for NCTH.

You'll find the necessary data on my skydrive.

Make sure you have Headrocks test exe to go along with it. Otherwise this stuff won't work.

Also, make sure [color:#FF0000]NOT TO USE THE XML EDITOR!!![/color]

It will screw up all data.


There are also some additional minor fixes in it (like 43mm are now repairable, removed some wrong tags from some items, the two ammo donkeys silfersurfer mentioned above are fixed, the AG36 can no longer be attached to an G36K... ).

Have fun and make sure to report all strange stuff. :happybear:




Edit:
Be prepared for a really frustrating game experience though... your guys won't hit anything... enemies will hit very often...


Edit:
Okay... it really takes some time to get used to NCTH... it plays a lot different than regular 1.13.



Also reproduced the assertion failure on the B9 to A9 travel. Yeah... this is related to the fence that is next to the road in B9. stinks, but I probably won't fix it any time soon... but then again... you never know... After I reworked all that stuff already I might be eager to give Big Maps another go... ah well...

[Updated on: Wed, 15 September 2010 02:48] by Moderator

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #262520] Tue, 14 September 2010 07:28 Go to previous messageGo to next message
Mauser is currently offline Mauser

 
Messages:756
Registered:August 2006
Location: Bavaria - Germany
just had a go at the newest AIMNAS v9 with Tai

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First Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #262530] Tue, 14 September 2010 13:25 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
Smeagol, I'm using the "SHOW_TACTICAL_FACE_GEAR" and "SHOW_TACTICAL_FACE_ICONS" in my game.
Now I found that the pictures/icons don't show ingame when I use your new face gear.

They don't show because the item IDs are hard coded in the exe. I thought about taking item bonuses for a check but that wouldn't work well because items might have bonuses for several light conditions.

So I'm planning to change that code and implement a few new tags for "Items.xml".

These tags will be:

0
0

Regarding extended ear I can check for "0" but I could add another tag "0" as well.

What do you think about that?

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Lieutenant
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #262537] Tue, 14 September 2010 14:06 Go to previous messageGo to next message
tais

 
Messages:656
Registered:February 2008
Location: NL
if you can also make the smart goggle switch code make use of the tags because we've had it switch sunglasses for a gasmask..

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First Sergeant

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #262539] Tue, 14 September 2010 15:03 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
Are you talking about the SAS gas mask? Gorro already told me about that. In the end he had two gas masks on. Very Happy

I already opened a bug report on JaggZilla about that.

We could probably use the flags for smart goggle swap as well. I have to think about that a little and maybe I'll fix it.

The only problem I see at the moment is that an item could have a bonus for day- and nighttime. It would need to belong to a category (either sun goggles or NV goggles). You might set both to "1" but only one will be shown as icon.

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Lieutenant
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #262543] Tue, 14 September 2010 15:20 Go to previous messageGo to next message
Hairysteed is currently offline Hairysteed

 
Messages:193
Registered:December 2007
Location: Finland
Item idea: Reversible helmet covers and camo clothing. Using the armor it is attached to to merge with them changes from woodland to desert (or more usefully, woodland+desert to urban).

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Staff Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #262588] Tue, 14 September 2010 21:11 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Work on AIM is on pause.

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #262589] Tue, 14 September 2010 21:50 Go to previous messageGo to next message
Mauser is currently offline Mauser

 
Messages:756
Registered:August 2006
Location: Bavaria - Germany
smeagol
Work on AIM is on pause.


well, i guess you deserve it after all the great work you have done so far smeagol!

i am sure there will be more rebalancing work waiting for you once HAM4 with the new CTH calculation and other features get released and have to be implemented. it sure aint easy to keep up with all the new features and developements getting done lately with such a mod.

but so far, your AIM is a great success and a quite solid piece of work.

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First Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #262594] Tue, 14 September 2010 22:53 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
Found a little bug. Items 1899 to 1904 shouldn't show up on BR's website but they do because "1" is set.

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Lieutenant
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #262617] Wed, 15 September 2010 00:22 Go to previous messageGo to next message
nsnipe is currently offline nsnipe

 
Messages:22
Registered:May 2010
Strange thing happened in San Mona. Accidentally forgot jeep after a visiting Tony and when came back didn't found my car where i left it. Hans took it to his shop Very Happy Shame i didn't printscreened...

Also OTs 23 Drotik fires only 2-shot burst instead of 3. Markings in OTs 23 photos shows 3 dots below safety lever.
AIM-NAS v9 not SCI
over and out...

http://i230.photobucket.com/albums/ee71/nsnipe/th_drotik.jpg

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Private 1st Class
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #262619] Wed, 15 September 2010 00:27 Go to previous messageGo to next message
ko5ma

 
Messages:35
Registered:January 2010
Location: Poland
That's the burst penalty, not number of rounds. You can see three cartridge icons to the left.

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Private 1st Class
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #262626] Wed, 15 September 2010 01:46 Go to previous messageGo to next message
Hairysteed is currently offline Hairysteed

 
Messages:193
Registered:December 2007
Location: Finland
Guess he never wondered why attaching a foregrip to an assault rifle would reduce the burst size from 9 to 4 :biglaugh:

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Staff Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #262687] Wed, 15 September 2010 16:32 Go to previous messageGo to next message
nsnipe is currently offline nsnipe

 
Messages:22
Registered:May 2010
Crap. I did know about bp but when fired counted only 2 rounds. Later noticed it was last 2 rounds Very Happy
My mistake... never was good at math Very Happy

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Private 1st Class
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #262721] Wed, 15 September 2010 23:57 Go to previous messageGo to previous message
Loucipher

 
Messages:157
Registered:October 2009
If you can count, count on yourself Smile

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Staff Sergeant
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