Home » MODDING HQ 1.13 » v1.13 Modding, Customising, Editing » v1.13 Weapon & Item Refinement » WW II Mod
Re: WW II mod[message #275848] Wed, 16 March 2011 13:02 Go to previous messageGo to next message
breversa

 
Messages:104
Registered:November 2010
Lots of modern police/SWAT stuff, as described a bit above... :/
Re: WW II mod[message #275851] Wed, 16 March 2011 13:07 Go to previous messageGo to next message
Buns

 
Messages:677
Registered:September 2010
breversa
Lots of modern police/SWAT stuff, as described a bit above... :/
Yep, definitly wrong map: it has green uniforms, Modelo Z helmets, enemy weapons etcpp. Not sure what went wrong. Did you change anything with your game (not only WWII mod) between dropping in Omerta and reaching Cambria?
Re: WW II mod[message #275852] Wed, 16 March 2011 13:09 Go to previous messageGo to next message
breversa

 
Messages:104
Registered:November 2010
Nope, not even Pyg's SCI nor your latest update...
Re: WW II mod[message #275853] Wed, 16 March 2011 13:32 Go to previous messageGo to next message
wolf00

 
Messages:1131
Registered:September 2006
Location: Czech Republic

vg rifles are posible.I think this is ideal,also vg sten clone is posible to make for mod

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

Re: WW II mod[message #275856] Wed, 16 March 2011 14:15 Go to previous messageGo to next message
Buns

 
Messages:677
Registered:September 2010
breversa
Nope, not even Pyg's SCI nor your latest update...
hm...

Could please check the date of change: G8 should be from 19th Feb 2011, 11:56, G9 should be from 17th Feb 2011, 22:38.
Re: WW II mod[message #275858] Wed, 16 March 2011 14:25 Go to previous messageGo to next message
breversa

 
Messages:104
Registered:November 2010
I have Data-1.13/Maps and Data-1.13/MAPS... and Data-1.13/Maps contains "g8.dat" and "G8.dat"... and that goes for pretty much every file !

Guess we've found the culprit...
Re: WW II mod[message #275860] Wed, 16 March 2011 14:42 Go to previous messageGo to next message
Buns

 
Messages:677
Registered:September 2010
breversa
I have Data-1.13/Maps and Data-1.13/MAPS... and Data-1.13/Maps contains "g8.dat" and "G8.dat"... and that goes for pretty much every file !

Guess we've found the culprit...
Yep. Delete them both and re-extract the files from WWII mod (may be with downloading the latest update).
Re: WW II mod[message #275891] Wed, 16 March 2011 22:09 Go to previous messageGo to next message
breversa

 
Messages:104
Registered:November 2010
Soooo...

I took a clean install of JA2 Gold, lowercased it using Pyg's python script, then dropped his lowercased "SCI" on top of it, then lowercased your 0.2 update, then dropped it on top.

Except the fact that my savegames are no longer compatible (newer exe in Pyg's SCI, I guess), the only thing I notice was that... the WF mercs have NO starting gear to chose from. Normal AIM have the choice of WW2 weapons though, so I don't see where the problem is... and I WANT that FG-42 !!!

(Unless you tell me you can order it via Bobby Ray Wink )


EDIT :
Weirder and weirder : Buns has Henning's weapons choice, Blood has Vilde's (?) stuff, etc...

EDIT :
Alright : that happens after I drop Pyg's files. The 0.2 update has apparently nothing to do with it.

[Updated on: Wed, 16 March 2011 23:52] by Moderator

Re: WW II mod[message #275944] Thu, 17 March 2011 04:57 Go to previous messageGo to next message
usrbid

 
Messages:1580
Registered:December 2008
Buns
Launcher + Rifle = RG-Rifle + Dummy


How do you make sure that after this merge the RG-Rifle item keeps the bullets inside somehow but can't shoot these bullets?


Re: WW II mod[message #275948] Thu, 17 March 2011 05:32 Go to previous messageGo to next message
LootFragg

 
Messages:344
Registered:August 2009
Location: Berlin, Germany
The idea was to make this rifle not have any firemodes besides the obvious GL mode. There are guns with full-auto only, that was the idea.
Re: WW II mod[message #275961] Thu, 17 March 2011 11:14 Go to previous messageGo to next message
Logisteric

 
Messages:3474
Registered:December 2008
Location: B
as your 'k98k (schie
Re: WW II mod[message #275963] Thu, 17 March 2011 11:33 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3773
Registered:July 2009
I don't think you can keep the mag, it will eject upon merging.


Re: WW II mod[message #275964] Thu, 17 March 2011 11:33 Go to previous messageGo to next message
Logisteric

 
Messages:3474
Registered:December 2008
Location: B
so what, you had to put in a blank in most cases anyway - the problem is you could use it as a gun as long as their was no grenate in the schie
Re: WW II mod[message #275969] Thu, 17 March 2011 12:16 Go to previous messageGo to next message
Buns

 
Messages:677
Registered:September 2010
No luck with the grenade launcher:

First I tried to make a gun that cannot shoot which would be eligable for the launcher attachment. Not possible:

http://img8.imageshack.us/img8/8125/gllauncher2.jpg
When you declare a non-auto weapon (here a blot-action rifle) to "NoSemiauto" it still is able to shoot single shots, but uses the burst cursor instead. The rifle istelf is displayed with the "Autofire" text.

Next try was to convert the rifle into a grenade-launcher:

http://img5.imageshack.us/img5/7932/gllauncher1.jpg
This causes a magazine icon to appear outside the gun, both on the inventory screen as well as on the tactical and strategical screen. Clicking on that icon causes a CTD. This icon appears regardless whether you had started the conversion with an empty or a loaded magazine in the original rifle.

May be I did something wrong with the XMLs of the RG-Rifle, but I couldn't find any mistakes.


Unless someone comes up with a third idea, I think I have to skip the idea of rifle grenades for now.

breversa
I took a clean install of JA2 Gold, lowercased it using Pyg's python script, then dropped his lowercased "SCI" on top of it, then lowercased your 0.2 update, then dropped it on top.
Why in the world did you do that? You only had to remove the two map-folders and replace it with the one of the download.

Quote:
and I WANT that FG-42 !!!
Henning has it, you can also buy it at Franz and there is a secret weapon cache with it.

Quote:
EDIT :
Weirder and weirder : Buns has Henning's weapons choice, Blood has Vilde's (?) stuff, etc...
Completly messed up: Buns is not in WF and Blood is a M.E.R.C. in WF.
Re: WW II mod[message #275970] Thu, 17 March 2011 12:30 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3773
Registered:July 2009
Wait ... what do you mean 'Buns is not in WF'? What version of AIMNAS is this build on?
Since the 255-NPC-Update, the AIM mercs are additional they are no replacements and no original AIM mercs are moved to MERC anymore. In fact, they are all in the basic 1.13 mod now.
I'm beginning to doubt of who messed up here.


Re: WW II mod[message #275971] Thu, 17 March 2011 12:35 Go to previous messageGo to next message
breversa

 
Messages:104
Registered:November 2010
I think Buns' mod is based on AIMNAS v14, and Pyg's SCI is based on v15.
Re: WW II mod[message #275973] Thu, 17 March 2011 13:03 Go to previous messageGo to next message
Buns

 
Messages:677
Registered:September 2010
breversa
I think Buns' mod is based on AIMNAS v14, and Pyg's SCI is based on v15.
Yes, I was working with v14. I didn't know that v15 changed the mercs. This can indeed mess up starting gears. I'll make a version for v15 in short.
Re: WW II mod[message #275974] Thu, 17 March 2011 13:05 Go to previous messageGo to next message
breversa

 
Messages:104
Registered:November 2010
Cool, thanks Buns ! Smile

May I suggest you to be extra careful with path and files case and keep the same as used by your base JA2 install ?
Re: WW II mod[message #275975] Thu, 17 March 2011 13:09 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3773
Registered:July 2009
Buns
Yes, I was working with v14. I didn't know that v15 changed the mercs. This can indeed mess up starting gears. I'll make a version for v15 in short.

It didn't, that change was incorporated with V13.


Re: WW II mod[message #275976] Thu, 17 March 2011 13:09 Go to previous messageGo to next message
Buns

 
Messages:677
Registered:September 2010
breversa
May I suggest you to be extra careful with path and files case and keep the same as used by your base JA2 install?
I have never changed any file-names. So problems with upper and lower cases should only appear where they had been in the original install - or if being caused by either the map- or the XML-editor.
Re: WW II mod[message #275977] Thu, 17 March 2011 13:12 Go to previous messageGo to next message
Buns

 
Messages:677
Registered:September 2010
DepressivesBrot
It didn't, that change was incorporated with V13.
Now, I am a bit confused.
Re: WW II mod[message #275980] Thu, 17 March 2011 13:29 Go to previous messageGo to next message
Buns

 
Messages:677
Registered:September 2010
Now I got it, after checking Tais SCI a second time: I think I am using the latest WF-AIMNAS SCI what is SCI_SVN1241_MPSVN3721_WF606_AIMNASv12.7z
Re: WW II mod[message #275991] Thu, 17 March 2011 14:34 Go to previous messageGo to next message
LootFragg

 
Messages:344
Registered:August 2009
Location: Berlin, Germany
Buns
I think I have to skip the idea of rifle grenades for now
Do so. Was it me who brought up that idea in the first place? Just don't think about it. Like I said, it's best to really code it. Unfortunately, I'm even getting lost in the number of files there is in the source repository. Wouldn't even know where to start, but I'll just see if I can get aaany hints despite me being an admitted n000b.
Re: WW II mod[message #275992] Thu, 17 March 2011 14:42 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3773
Registered:July 2009
Buns
I think I have to skip the idea of rifle grenades for now

Did you check what smeag did with the direct fire M79? (It's probably been added in a later version, V15 I think Wink ) It's a merge system that toggles the M79 between a grenade launcher and a really big shotgun.


Re: WW II mod[message #275994] Thu, 17 March 2011 14:57 Go to previous messageGo to next message
LootFragg

 
Messages:344
Registered:August 2009
Location: Berlin, Germany
DepressivesBrot
It's a merge system that toggles the M79 between a grenade launcher and a really big shotgun.
Nice idea! Of course, I haven't thought about a grenade launcher in JA2 usually not being able to work like a shotgun. So it HAS to get an altered fire mode when holding the M576 pellet grenade. Now I'm pissed I didn't think of that.
Re: WW II mod[message #275996] Thu, 17 March 2011 15:41 Go to previous messageGo to next message
breversa

 
Messages:104
Registered:November 2010
Don't be : I knew about this solution, but somehow forget to bring it here again... :/

From what I remember, attaching a 40mm buckshot "grenade" actually merges it with the M79 and turns both item into a "direct-fire M79" with the attached grenade. Attaching a normal grenade to the launcher turns it back to its original state.

So basically, it's two different weapons (just like a 20" barrel turns an HK416 14" into an HK416 20", for example).
Re: WW II mod[message #275998] Thu, 17 March 2011 15:51 Go to previous messageGo to next message
Buns

 
Messages:677
Registered:September 2010
That's what I had been trying to do with the above result: The 5-shot 1909 Carbine is converted into a single-shot grenade launcher. This causes the strange appearence of the magazine icon and crashes the game. It can be that things would come out differently when either the 1909 Carbine would be a single-shot weapon too, or when the merge starts from the other direction.
Re: WW II mod[message #276002] Thu, 17 March 2011 16:22 Go to previous messageGo to next message
LootFragg

 
Messages:344
Registered:August 2009
Location: Berlin, Germany
Forget about it all and we might add rifle grenades to the code later, somewhere around 2025 when I have managed to understand that stuff and find the right place for code to tweak because nobody else would want to do so.
Re: WW II mod[message #276032] Thu, 17 March 2011 23:08 Go to previous messageGo to next message
wolf00

 
Messages:1131
Registered:September 2006
Location: Czech Republic

buns: i have something for you...

http://en.wikipedia.org/wiki/Mod%C3%A8le_1892_revolver

http://img858.imageshack.us/img858/1416/frenchmodele1892a3752.th.jpg

http://www.inert-ord.net/russ02i/rgd33/index.html

http://img576.imageshack.us/img576/5088/sovietrgd33handgrenade.th.jpg

http://www.inert-ord.net/russ02i/rpg43/index.html

http://img713.imageshack.us/img713/7485/2rpg431.th.gif

rusian ww2 he grenade & heat anti-tank grenade

[Updated on: Thu, 17 March 2011 23:10] by Moderator

Re: WW II mod[message #276057] Fri, 18 March 2011 02:42 Go to previous messageGo to next message
usrbid

 
Messages:1580
Registered:December 2008
Buns
Unless someone comes up with a third idea, I think I have to skip the idea of rifle grenades for now.


Can you please post the XML you used for your test? I have some (probably crappy) ideas but don't want to post something we already know isn't working.


Re: WW II mod[message #276143] Sat, 19 March 2011 13:48 Go to previous messageGo to next message
Buns

 
Messages:677
Registered:September 2010
Quote:
Can you please post the XML you used for your test? I have some (probably crappy) ideas but don't want to post something we already know isn't working.
Yes, I'll zip and upload it.

--------------------------------------------------------------------------
Buns
I'll make a version for v15 in short.

Never change a working system....

Ok, after two days of fiddling around with four data folders, WF mercs without voices, missing vehicles (still not solved), arrivals at the wrong time, and stuff like that, I finally got it working with WFv15.

This is the update:
http://www.gamefront.com/files/20139653/WFv15.rar

MercStartingGear assigns the correct gears to the mercs, adds selective gears to the mercs that returned to AIM from M.E.R.C., adds selective gears for the new (old) AIM mercs, and adds gears for the new (old) M.E.R.C. guys. This one is absolutly required to run WWII mod with WF v15.

NB: You must have WWI mod 0.2 installed because the new pistols are part of some gears. 0.2 is savegame-compatible with 0.1, so no danger with installing it.

SoundProfiles assigns voices to the WF mercs. It only is needed if you, like me, have the problem that the WF mercs are not talking.

MercProfiles is completly optional. It changes a couple of things:
- Appearance of the merc now is fitting his starting uniform (as much as the palette allows). This gives the mercs a more military look (no more jeans or red shirts), but also reduces individuallity somewhat.

- STOMP traits were made to fit the bio, skills or character of the respective merc as much as possible. I have also removed the Scouting trait from all mercs (hope I had caught them all) and gave it to locals like the rebels, Shank, Dynamo and the like instead. Background is that Scouting gives you more information on neighbouring sectors, including preventing from ambushes when entering those sectors. Being able to would first of all require excellent connections within the country that only locals would have.

I couldn't solve the problem with Dr. Q either: he cannot be Paramedic when having the Martial Arts skill. I decided to keep it at the combo MA/Night Ops because we already have enough medics, but only one other MA expert with Numb. I have also reduced his medic ranking a bit and upped his marksmanship. Now he is a bit more of a fighter.

- I have changed some skill numbers. Nothing dramatically, but upped some extremly low values in very hard-to-train skills, most notably Agility, to at least something around 60 when the values were so low that I wouldn't even consider to ever hire that merc.

The two mercs that got a complete overhaul had been Flo and Shank: Flo now is Paramedic and Athletics. While Marksmanship still is out of question she now is in a much better physical condition and has some medical skills. Shank now is in a normal physical condition by limiting the effect of Tixa to his low health. While he would still require lots of training to "become a professional", he at least does no longer require two or three month in game of rehab before.

- I have also taken a look at the salery of the mercs. I am not sure if there was a system that was used to define the salery, I guess not. Assuming that AIM is an association I applied some rules for their payement and recalculated each salery according to that. Payment now is going by "qualification". The higher the qualification in a skill (not counting physical stats) the more money they get per point, such as:

0-20 = "no qualification" x0
20-40 = "basic training in..." x1
40-60 = "experienced in..." x1.5
60-80 = "seasoned in..." x2
80-100 = "expert for..." x3

This is multiplicated by the merc's experience what makes the daily salery. Weekly is daily x6 (1 day discount), bi-weekly salery is x10 (4 days discount).

As a result mercs that only can shoot but not much else are now cheaper than before (most notably Raven who dropped from one of the most expensive mercs to one of the cheapest), while specialists, in particular when being experienced, now charge you much more money (for example Red). High-level mercs with a lot of experience in all trades are still the most expensive, for example Gus' salery now even is higher than before, while someone like MD still is the cheapest merc, despite being a specialist in medicine.
Re: WW II mod[message #276180] Sun, 20 March 2011 00:02 Go to previous messageGo to next message
LootFragg

 
Messages:344
Registered:August 2009
Location: Berlin, Germany
Buns
he cannot be Paramedic when having the Martial Arts skill
Technically he could by increasing the number of available STOMP traits in the INI. However, this would probably lead to IMPs being able to have more than 3 traits as well. Hm, might be something for Sandro to split up as well. Limiting IMP trait slots while certain AIM mercs can have some more, which would be useful in case of Dr. Q and the likes. Feature request? Hm, I'll see about that.
--------------------------
Edit: Asked Sandro. He thinks Q should get MA + Medic / Doc as well, but he isn't convinced the option should be available for all non-IMP mercs. Says it could easily be hardcoded, a Dr. Q exception. Unfortunately I don't know if there are more cases like this one. Can you think of any more cases where a limit of 2+1 traits prevents AIM / MERC / RPC mercs from having the traits they should come with?
--------------------------

Buns
Scouting gives you more information on neighbouring sectors, including preventing from ambushes when entering those sectors.
Yyymaybe. Knowing the country certainly helps and in terms of gameplay this would mean RPCs become more important. BUT I think avoiding ambushes and such isn't necessarily dependent on further knowledge of the environment. The difference between mercs with and without the trait is probably bound to personality - not STOMP's personality. Certain characters are just always on the lookout. They analyze their surroundings strategically and check for things that might not belong where they are. That behaviour is intuitive and some have it, some don't. I don't, for example. Even if I know an area, I wouldn't notice if somebody tried to ambush me there. That doesn't mean I'm an idiot or too lazy to look around, I just don't have that skill. I've got tunnel vision. Anyway, Flo and Biff shouldn't have the trait either. =D

Buns
Flo now is Paramedic and Athletics
*sigh* Athletics? Ewh. Teaching was better suited I guess.

Buns
mercs that only can shoot but not much else are now cheaper than before
I always considered shooting one of the most important skills a non-specialized merc should have. By non-specialized I mean that the squad's medic doesn't need to be an effective shooter. Everybody else, including technicians, does. So I'd make the salary somewhat dependent on the skill's importance. Explosives, for example, is one of the least important skills unless you really need an explosives expert. Mercs lacking agility are almost useless. No need to really pump up the values, I only think there should be a slight modifier. Other than that, I like the idea. And maybe you should factor in traits, personality, disability, ability to convince people and social skills (hate / like). Grunty for example gets along with everybody.

[Updated on: Sun, 20 March 2011 03:29] by Moderator

Re: WW II mod[message #276203] Sun, 20 March 2011 14:04 Go to previous messageGo to next message
Buns

 
Messages:677
Registered:September 2010
LootFragg
Can you think of any more cases where a limit of 2+1 traits prevents AIM / MERC / RPC mercs from having the traits they should come with?
No. Martial Arts is the only case where having the expert trait makes a serious difference (here: even give new animations). In all other cases it is sufficiently to have just the normal trait for being able to preform the task. For example, Sniper is better than Marksman, but a Sniper cannot do anything a Marksman can't.

May be MA could be made a minor trait, replacing Melee. Melee could then become the expert trait of new "Hand-to-Hand" major trait?


Quote:
BUT I think avoiding ambushes and such isn't necessarily dependent on further knowledge of the environment. The difference between mercs with and without the trait is probably bound to personality - not STOMP's personality. Certain characters are just always on the lookout.
Yes. But the major use of that trait (I my opinion) is to give you exact numbers of enemies in city sectors and adjecting sectors. These would be informations you can only get from the locals.
Quote:
*sigh* Athletics? Ewh. Teaching was better suited I guess.
She is Paramedic, Atheltics and Teaching; because her bio said she is, not because I see her as a suitable drill instructor. I have also upped her leadership to 21 because having a teacher with 1 LDR is as usefull as a "Sniper" with 1 MRK.

Quote:
I always considered shooting one of the most important skills a non-specialized merc should have. By non-specialized I mean that the squad's medic doesn't need to be an effective shooter. Everybody else, including technicians, does.
This is relative: Most mercs have more than 70 MRK while a large protion even above 80 - without being snipers of some sort. In this case a merc having 90 MRKs (and nothing else) isn't something that would elevate him much above the others. Things would be different if something around 30 to 40 MRK would be the norm.

And that's the case with the other skills. Usually mercs that are not specialized have very low values in MEC, LDR, EXP, and MED. This gives those that shine out in these traits a clear edge over the others.

Quote:
So I'd make the salary somewhat dependent on the skill's importance. Explosives, for example, is one of the least important skills unless you really need an explosives expert.
That's always difficult to say, and a reason for me to exclude STOMP traits from "qualification", because which one is more valuable: "Sniper", "Machinegunner", or "Marksman & Autoweapons"?

You are right, that every merc needs a decent marksmanship - but on the other hand MRK is a skill that improves very fast, and comparably "save": give a scoped rifle to Barry and he'll become as good in MRK as Raven is in a week by sniping enemies from a save distance. This doesn't work the other way round, because when you send Raven for disarming mines she'll not become as good in explosives as Barry is but will be torn apart by the first one she touches.

So, while the "secondary skills" are not needed that often, anytimes you call for someone with those skills you already need an expert not a trainee.

Quote:
Mercs lacking agility are almost useless. No need to really pump up the values, I only think there should be a slight modifier.
In particular in this mod with all its slow firing weapons you certainly don't want to drag around a merc with some 40 Agility. For example, Haywire had something around that, but he is a machingunner and expected to operate the M1919. That one requires a lot of APs to shoot more than three rounds in a burst - a sheer impossibility without at least average Agility.

Quote:
Other than that, I like the idea. And maybe you should factor in traits, personality, disability, ability to convince people and social skills (hate / like). Grunty for example gets along with everybody.
I don't think that this should be included into the payment. For example, Buns is one of the most un-social mercs in JA, but ever since I have her in (most of) my starting teams what are rather built around Grunty, Barry, Ivan and other "Euro-mercs" than around Fox, Spider, Magic and other "US-mercs".

--------------------------------------------------
@ Dieter

Here are the snippets of my attempts to make a rifle-grenade weapon:

This is the original weapon:


		685
		1909 Carbine
		Modelo 1909 Carbine
		Argentinian made cavalry carbine. This bolt-action rifle is a so called "Argentinian Mauser", using the Mauser mechanism but is chambered in 7.65x53.
		Modelo 1909 Carbine
		Argentinian made cavalry carbine. This bolt-action rifle is a so called "Argentinian Mauser", using the Mauser mechanism but is chambered in 7.65x53.
		2
		685
		3
		85
		28
		7
		1509
		1
		1
		1
		1
		1
		1
		1
		1
		1
		1
		1
		1
		26
		-30
		-10
		-10
		30
		2400
	

		685
		Modelo 1909 Carbine
		3
		4
		9
		12
		12.25
		22
		36
		45
		6
		5
		540
		200
		100
		80
		5
		322
		102
		108
		157
		20
		32
		1
		16
		16
		477		
	


It is converted into this weapon


		2596
		RG-1909 Carbine
		RG-Modelo 1909 Carbine
		Argentinian made cavalry carbine. This bolt-action rifle is a so called "Argentinian Mauser", using the Mauser mechanism but is chambered in 7.65x53.
		Modelo 1909 Carbine
		Argentinian made cavalry carbine. This bolt-action rifle is a so called "Argentinian Mauser", using the Mauser mechanism but is chambered in 7.65x53.
		16
		2596
		20
		85
		28
		7
		1509
		1
		1
		1
		1
		1
		1
		1
		1
		1
		1
		1
		1
		26
		-30
		-10
		-10
		30
		1
		2400
	


		2596
		RG-Modelo 1909 Carbine
		3
		12
		6.46
		30
		36
		45
		6
		5
		350
		200
		100
		80
		5
		322
		102
		108
		157
		20
		32
		1
		16
		16
		477
	

I have tried this with giving the RG-rifle both 1 shot and 5 shot magazine sizes, always with the same result (phantom icon of a 5er magazine that crashes the game).
Re: WW II mod[message #276205] Sun, 20 March 2011 14:24 Go to previous messageGo to next message
usrbid

 
Messages:1580
Registered:December 2008
Leaving out ubWeaponType will make it type zero, which is NOT_GUN, then ubMagSize 5 makes it a five round launcher system, that's why the ammo display is in the bottom right. Leaving out caliber will probably make the game crash when ejecting the mag, as it probably interprets it as caliber zero.

Try giving it RocketLauncher 1 in Items.xml and make an entry in Launchables.xml for the itemIndex of the new GL rifle item and use the grenade item id as launchableIndex. Make sure you use usItemClass 256 for the grenade item, make a new one if necessary.


Re: WW II mod[message #276213] Sun, 20 March 2011 15:19 Go to previous messageGo to next message
Buns

 
Messages:677
Registered:September 2010
Dieter
Leaving out ubWeaponType will make it type zero, which is NOT_GUN, then ubMagSize 5 makes it a five round launcher system, that's why the ammo display is in the bottom right. Leaving out caliber will probably make the game crash when ejecting the mag, as it probably interprets it as caliber zero.
I have tried this with both 5er mags and 1er mags for the converted rifle. As well as with converting the rifle with empty and with full mag - always the same result. The entry for the RG-rifle were copied 1:1 from the M79 launcher, so in fact it is converted into a M79 launcher with a different name and icon (the above entry is from the last attempt with raising the mag size of the M79 to 5).
Re: WW II mod[message #276219] Sun, 20 March 2011 16:23 Go to previous messageGo to next message
LootFragg

 
Messages:344
Registered:August 2009
Location: Berlin, Germany
Buns
Martial Arts is the only case where having the expert trait makes a serious difference (here: even give new animations).
I don't mean that. I mean them having the traits they're supposed to have. Dr. Clifford Highball has to be a Doctor, for example, because he actually is one. I'd probably also make sharpshooter mercs full "Snipers" instead of "Marksmen" only. By the way, there's an INI setting allowing only Doctors (no Parameds) to perform surgery. But that's not the point. Other than that, I can see where you're coming from, but I wouldn't weaken a trait against whatever a merc's personality suggests if there are no serious balancing related issues.

Buns
May be MA could be made a minor trait, replacing Melee. Melee could then become the expert trait of new "Hand-to-Hand" major trait?
No, definite no. We've had this debate when Sandro created the traits and he managed to have Martial Arts become a useful trait. The problem is, Hand to Hand and Martial Arts are the exact same thing: Unarmed melee combat. "Melee" is armed melee combat.

Buns
the major use of that trait (I my opinion) is to give you exact numbers of enemies in city sectors and adjecting sectors. These would be informations you can only get from the locals.
Or by observing troop movement from a distance, even secondary effects that may stem from troop presence, like dust, third person behaviour, trails and all kinds of stuff. Knowing the exact number of troops is gameplay related because we're looking at things on a smaller scale. Seriously defending a town with 20 soldiers would be ridiculous in reality. That's why you shouldn't stick too close to real-life comparisons. Of course you'd never stand on a hill scoping through your binoculars and then state "there's 27 of them". You'd estimate. But even contacts can't give you exact numbers. Knowing numbers is artificial and serves gameplay reasons. I'd really say "Scouting" depends on personal skill while I agree that it helps if you know where to look.

Buns
She is Paramedic, Atheltics and Teaching; because her bio said she is
Does her bio mention Athletics? First of all, M.E.R.C. writes exaggerated biographies in order to sell its junk, that's not a bug, it's a feature. =)
Second, I think we have a different approach to Teaching and traits in general. I think traits are basically something you've really "got", it's like being a natural at some occupation. Your experience with this is reflected in your skill level. Of course you can't call somebody with less than 80 MRK a sharpshooter, but a trait is something tied to a person and similar to personality. Let's for example say we've got a merc who has been an elite sniper but then had some issues, started to booze and is now recovering from his problems. He is no longer the best shot (70 MRK?) but he basically still "has it". Give him some training, have some patience and he'll get into his old shape by gaining MRK points.
And Teaching is quite similar. Some people say you have to be a drill instructor to get the trait. I don't. There are people who are great at whatever they do, but they can't teach it to you. They're like: "Well, just do it like this, see? Can't explain it, you just have to get it somehow." They might be able to handle a weapon like no one else, but they're not able to explain how you can become like them, not at all. On the other hand, there are people who can basically explain everything to everybody and make you understand. They learn something new they didn't know about before and then tell it to you in their own words, making it so simple you're starting to wonder why you didn't get it in the first place. This is especially true with school teachers. Some just fuck up and wonder why no one understands them. A friend of mine tutors a girl outside of school and understanding seems far easier for her than when she's in class.

So teaching doesn't necessarily mean leadership. Leadership is important for drilling militia, though. That means you'll usually have to teach Flo leadership first before allowing her to teach the men who volunteer to defend their town. It's the combination. Typical scenario from boot camp would be: "This is the way you'd do it. Now pay close attention to... HEY! Silence. Pay close attention to the following steps." Teaching without leadership doesn't work in a military context because everybody has a will of his own and you'll have to gently break it first. ^^ But being able to teach helps a lot. Two independent factors.

Buns
which one is more valuable: "Sniper", "Machinegunner", or "Marksman & Autoweapons"?
That's a valid point and one I mentioned to Sandro as well. If a merc's bio tells you he's got Melee, Paramedic and Heavy Weapons, he's pretty useless having these traits when compared to a Machinegunner + Ambidextrous or something. That's why I wanted to enable more traits for certain non-IMP mercs as well. You could stick to whatever the bio says, but still balance everybody out.

Buns
MRK is a skill that improves very fast, and comparably "save"
That's very true, I agree.

Buns
That one requires a lot of APs to shoot more than three rounds in a burst - a sheer impossibility without at least average Agility.
I hope you don't assume high agility means high APs means more bullets. Agility has nothing to do with shooting unless you need to move into position before firing. Having a 0 AGI merc or a 100 AGI merc in position shooting at targets makes no difference whatsoever. That's because firing costs are always relative. Having half the APs due to low agility means spending half the APs for shooting in comparison. Movement however always costs the same, which means having more APs only helps you move further.

Re: WW II mod[message #276222] Sun, 20 March 2011 16:47 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3773
Registered:July 2009
LootFragg

I hope you don't assume high agility means high APs means more bullets. Agility has nothing to do with shooting unless you need to move into position before firing. Having a 0 AGI merc or a 100 AGI merc in position shooting at targets makes no difference whatsoever. That's because firing costs are always relative. Having half the APs due to low agility means spending half the APs for shooting in comparison. Movement however always costs the same, which means having more APs only helps you move further.

For basic point&shoot yes, but I don't think a) rate of fire (the shots one more AP adds to auto fire) and b) aiming costs scale the same way.

As for the traits:
There should either be separate options for how many traits IMPs and RPCs can have or we drop the limit for RPCs completely and let the modder decide, i.e. only limiting how many traits you can pick during IMP creation.


Re: WW II mod[message #276223] Sun, 20 March 2011 16:51 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Buns, if you are simply trying to disable the weapon from firing, have you tried setting the Cursor of the "dummy rifle" to Invalid? I noted in your Items.xml snippets that the cursor is still 3 (Target). Invalid cursor (0) is how I prevent upper receiver items in UC-1.13 from being fully firing weapons, while retaining weapons characteristics (ie. Uppers show up in BR's under weapons and supply all the relevant info for the weapon they produce). EDIT: I should mention that I'm not sure what invalid cursor does to the availability of the grenade cursor. EDIT2: Just realized that everything is setup in UC-1.13 to test this, launcher works just fine attached to a rifle with an invalid cursor.

Without some coder doing a proper rifle grenade implementation (see below), your method seems to be the best implementation possible with what we have.

Proper Rifle Grenade feature:
- attachment based
- overrides the ammunition settings given by the magazine with its own; this is not a grenade item per sec, but instead "forces" the gun to fire a real explosive ammotype (or whatever ammotype specified by the attachment) instead of what the magazine defines.
- is used up, disappears or transforms into another item, on firing, gun is restored to whatever magazine item given stats it had before
- magazine is depleted by one round when "launching" grenade, something that using the existing grenade system cannot do.

[Updated on: Sun, 20 March 2011 17:10] by Moderator



Re: WW II mod[message #276225] Sun, 20 March 2011 17:26 Go to previous messageGo to next message
LootFragg

 
Messages:344
Registered:August 2009
Location: Berlin, Germany
Didn't know AP costs for longer bursts and aiming don't get scaled accordingly. Ah, right, you can define AP costs for aim levels. Any chance of fixing this? Sounds like an awful lot of work. Instead of simply adding APs per shot (which I suppose is done atm) we'd have to calculate them from an accurate decimal value. Ending up with varying AP costs per shot or aim click but eliminating the need for AGI for weapon handling. This sounds to me like a major issue because it deviates from what the developers originally had in mind, it seems.

DepressivesBrot
let the modder decide
Basically just what I said to Sandro as well. Indeed. The only restriction we need is IMP max (major) traits.

wil473
Proper Rifle Grenade feature
So the idea is basically changing the ammo the rifle would fire from bullets to grenades and switching back after one shot instead of attaching a launchable grenade. Is that possible?
If an attachment could overwrite weapon properties, wouldn't there be any way of making a launchable grenade disable all other fire modes as long as it is attached (until it's fired)?
Is the ammo counter of the active gun hard to access? Why is it difficult to create an artificial function that removes one round from the current magazine and gets triggered upon firing a "rifle grenade" item?
Re: WW II mod[message #276226] Sun, 20 March 2011 17:31 Go to previous messageGo to previous message
Buns

 
Messages:677
Registered:September 2010
LootFragg
I don't mean that. I mean them having the traits they're supposed to have. Dr. Clifford Highball has to be a Doctor, for example, because he actually is one. I'd probably also make sharpshooter mercs full "Snipers" instead of "Marksmen" only.
Yes, I had fixed Cliff, amongst others (for example, Laura hadn't been a medic either). Otherwise it is always a question of what other traits the merc is supposed to have when giving the second level in a trait..

Quote:
I'd really say "Scouting" depends on personal skill while I agree that it helps if you know where to look.
Yes ok, that's your opinion, I have got mine.

Quote:
Does her bio mention Athletics?
None of the bios does mention Athletics because that trait didn't exist in JA Vanilla.

Quote:
That means you'll usually have to teach Flo leadership first before allowing her to teach the men who volunteer to defend their town.
Yes, that would be the same as with a sniper with 1 MRK, or Gumpy who is Technican but has 0 MEC.

Or saying it the other way round: You need to pay a good merc a lot of money every day in order to have him teaching a useless merc something. And that useless merc doesn't pay you for the education you have organized for him but charges you money too.

It does make sense to pay Barry and Raven money in order to have Raven being taught EXP by Barry, because Raven is your sniper and is saving Barry's butt the next day by shooting down a bad guy from a roof. It makes no sense to pay Thor and Flo money to have Flo being taught leadership by Thor because Flo isn't able to do anything for you in return, while Thor would be able to train the militia himself in the same time as he needs to get Flo on a half-way exceptable level of LDR.

wil473
Buns, if you are simply trying to disable the weapon from firing, have you tried setting the Cursor of the "dummy rifle" to Invalid?
No, haven't tried that, thank's for the hint.
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