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Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #267426]
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Fri, 26 November 2010 16:52
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grodrigues |
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Messages:27
Registered:June 2010 |
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A small inconsistency (latest AIM-NAS, v14, using the expert item exe, etc.):
In the description of the Folding Stock it says that it allows you to raise your weapon faster, but the description box states that it gives a 10% *penalty* to AP's to raise weapon. The same for the retractable stock. So, which is it? Is the penalty correct and the description wrong, or the description correct and the penalty should be a bonus?
[Updated on: Fri, 26 November 2010 16:53] by Moderator Report message to a moderator
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Private 1st Class
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Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #267441]
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Fri, 26 November 2010 20:59
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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MurderI haven't changed anything in the ini-file(s) regarding the vision range of anything.
Could be related to the tunnel vision some of the NVGs have. I might have to revamp all those modifiers a bit... main problem with that howver is, that I don't know how the AI will react to this.
As for the backpack/belt thingy: it simply isn't possible to define more than 1 allowed combination at the moment, thus, even if it doesn't make much sense (I know that and I'm not happy with it). As said earlier, I'd much rather would prefer a seperate slot for the belts. But there really isn't much room in the interface for that and it could also be quite unbalancing.
And as always, playability >>>> realism. This has been my motto for AIMNAS since the beginning, so if something doesn't work like it would work in the real world, but makes it playable, I go for it (like the 40mm buckshot grenades, which probably should work with other launchers as well, but atm only work with the M79... I'd rather have it only work with the M79 than not having it at all).
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Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #267456]
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Sat, 27 November 2010 11:56
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CronoDroid |
Messages:4
Registered:November 2010 |
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Hey guys, I've been playing the big SCI for the last week or so, and while it's been going fine, I've noticed that Bobby Ray only sells ammo boxes rather than magazines. Is this a feature of AIMNAS or is there something wrong with the SCI?
If it's a feature, is there a way to make new magazines out of the big ammo boxes? Thanks for the help.
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Civilian
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Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #267491]
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Sun, 28 November 2010 12:17
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K0ukku |
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Messages:188
Registered:December 2009 |
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I have a small problem, I installed:
1.Ja2 Gold english with patch 1.12
2.unpacked Tais' SCI-Vanillabeta-1.13
3.then i unpacked WF6.06-AIMNASV14 EN.7z
4.Then Expert Item Choices.xml
5.Launched ja2 from exe JA2_3928_EIIC.exe
AIM-works and it's alright. But some of M.E.R.C mercenaries are all Biff-named and Biff-pictured. Desctription and stats are normal. First 4-5 the vanilla-JA2 MERC mercs are okay, but the UB-mercs are fucked up. how to fix that?
Thankss.
I was wondering the folders, when I installed the second step, that is the Tais SCI-vanillabeta, there came 2 folders, Data and Data-1.13. After AIMNAS14.7z file, there extra 2 folders, DATA-AIM-WF and DATA-AIM.
So shouuld there be 4 Data folders?
[Updated on: Sun, 28 November 2010 20:41] by Moderator Report message to a moderator
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Staff Sergeant
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Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #267571]
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Tue, 30 November 2010 00:57
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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Another reason for the additional folder is the workability with the xml-editor. The additional folder contains the necessary starting gear file for multiple starting gear kits, whereas the data-aim folder contains a dummy mercstartinggear.xml, so that the xml editor will run properly.
Still waiting for someone to confirm the Drassen sector map load bug. So, if anyone out there can confirm this, drop a line. Maybe I can then convince someone to investigate.
As for the screwed up mercprofiles and faces... no idea what's going on there. The aimavailability.xml fix should have taken care of that...
Also still wondering, what's wrong with those quests everyone complains about... I'm not good in NPC scripting (as in: no skills at all... I'm just building maps and items... all this NPC scripting is way beyond my little abilities), thus can't investigate myself. My guess is, that is related to the switch to LUA, but then again... what do I know....
Ah well.
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Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #267695]
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Fri, 03 December 2010 01:05
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friedrice |
Messages:3
Registered:August 2010 |
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Hey Smeagol,
I can't seem to boot up the XML editor, which I presume relates to the mercstartinggear.xml.
It gives me the "unhandled error" dialog box, because string " is not a boolean value.
Any help?
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Civilian
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Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #267709]
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Fri, 03 December 2010 08:57
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Kellomies |
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Messages:50
Registered:October 2010 |
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Note that by default XMLEditor accesses the *1.13* folder - you need to change it to DATA-AIM instead in the .ini. Took me a moment to figure that out (oddly, the errors I was getting weren't about MercStartingGear but pocket sizes and Tony's NPC inventory...).
On another note, didja know C-Mags are also available for 7.62 NATO...? :whistle: Damn things must weigh a ton.
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Corporal
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