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Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #267421] Fri, 26 November 2010 15:59 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Yeah, that's my source where I got the idea to add the Pemington. But I probably (as in most likely) won't add every single version.

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #267426] Fri, 26 November 2010 16:52 Go to previous messageGo to next message
grodrigues is currently offline grodrigues

 
Messages:27
Registered:June 2010
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

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Private 1st Class
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #267427] Fri, 26 November 2010 17:27 Go to previous messageGo to next message
thefreakish is currently offline thefreakish

 
Messages:13
Registered:January 2010
Location: Germany

Would you mind looking into the night vision system? Somehow most night vision goggles don't give any bonus to vision.. At least it seems so, when I use the vision range visualizer feature toggled with the end-button. Some of my mercs don't get no bonus at all when they were (fully repaired) night vision goggles.

Another point, I noticed you can't combine belts with backpacks. You did this deliberatly? Making them wearable with each other would give some variety without being unrealistic. I'd like the idea of having some gear on your belt and the heaviear things in your backpack rather than wearing a quite cumbersome combat pack. What do you think about it ?

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Private
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #267428] Fri, 26 November 2010 17:38 Go to previous messageGo to next message
Logisteric

 
Messages:3199
Registered:December 2008
Location: B
for the first point: where do you have them? helmet? they need to be in a FACE-slot

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Captain
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #267429] Fri, 26 November 2010 17:49 Go to previous messageGo to next message
wolf00 is currently offline wolf00

 
Messages:1148
Registered:September 2006
Location: Czech Republic

r7600 & r7615 in wood finish are for compare,please for r7615P[police/patrol] this gun using ammo clips & have wide choice in stock & atachments ....

interesting rifle is Kel-tec SU-16

http://img828.imageshack.us/img828/2835/keltecsu16a1.th.jpg

http://img222.imageshack.us/img222/6359/keltecsu16d1.th.jpg

http://world.guns.ru/civil/civ002-e.htm

http://img98.imageshack.us/img98/3086/cz75fa.th.jpg

cz 75 automatic model

http://img210.imageshack.us/img210/5866/cz97.th.jpg

mighty .45 acp in czech pistol http://world.guns.ru/handguns/hg97-e.htm

fn baracuda have option to change drum from .357 to 9x19mm ..



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Sergeant Major
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #267431] Fri, 26 November 2010 18:10 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Murder
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?

The way his system works, the penalty is correct, but the description isn't that wrong either. A gun without a stock is fastest to raise but folding stocks are faster than fixed stocks. However, weapons without stock are impractical because they have huge CTH and auto fire penalties.

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Captain

Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #267432] Fri, 26 November 2010 18:15 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
DepressivesBrot
The way his system works, the penalty is correct, but the description isn't that wrong either. A gun without a stock is fastest to raise but folding stocks are faster than fixed stocks. However, weapons without stock are impractical because they have huge CTH and auto fire penalties.



Exactly.

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #267433] Fri, 26 November 2010 18:19 Go to previous messageGo to next message
Buns is currently offline Buns

 
Messages:655
Registered:September 2010
Murder
Another point, I noticed you can't combine belts with backpacks. You did this deliberatly? Making them wearable with each other would give some variety without being unrealistic. I'd like the idea of having some gear on your belt and the heaviear things in your backpack rather than wearing a quite cumbersome combat pack. What do you think about it ?
This depends on the size of the backpack: The large (march-)backpacks like ARUC, Blackhawk, TIMS and Bergen cannot be combined with belts, assault packs or sidepacks (save for the respective combi-pack). The small (assault-)backpacks like BW or LRRP can be used with belts or assaultpacks.

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First Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #267434] Fri, 26 November 2010 18:29 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Belts are problematic. I would have liked a special belt slot, but atm this seems not doable/low priority for the coders. Thus the belt / backpack combinations and even the belt/vest combos are more of a intermediate solution.

As Buns said, belts can be combined with certain backpacks, but obviously not with combat packs (unless you make a vest/belt merge).


Edit:
Also on another note: Gorro reported that the dreaded missing/corrupted file error when loading a map reappeared in Drassen Mine.
This had happened before with the sectors around San Mona, Headrock had fixed it at some point (and as far as I remember he said it was related to civs respawning/max number of civs or something like that), but it seems the bug has somehow snuck back in. Would be nice if someone could take a look at this.

[Updated on: Fri, 26 November 2010 18:32] by Moderator

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #267439] Fri, 26 November 2010 20:37 Go to previous messageGo to next message
thefreakish is currently offline thefreakish

 
Messages:13
Registered:January 2010
Location: Germany

Buns
Murder
Another point, I noticed you can't combine belts with backpacks. You did this deliberatly? Making them wearable with each other would give some variety without being unrealistic. I'd like the idea of having some gear on your belt and the heaviear things in your backpack rather than wearing a quite cumbersome combat pack. What do you think about it ?
This depends on the size of the backpack: The large (march-)backpacks like ARUC, Blackhawk, TIMS and Bergen cannot be combined with belts, assault packs or sidepacks (save for the respective combi-pack). The small (assault-)backpacks like BW or LRRP can be used with belts or assaultpacks.


Yes, that was my point. Making belts wearable with every backpack doesn't seem too far off and would make belts a lot more useful, same goes for the large backpacks that can't be combined with anything (ARUC, Blackhawk, .. at least I haven't found anything so far?). For clarity: Belts should be combinable with all sorts of backpacks to make the belts and the large backpacks which you can't wear with a combat pack more useful.

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Private
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #267440] Fri, 26 November 2010 20:42 Go to previous messageGo to next message
thefreakish is currently offline thefreakish

 
Messages:13
Registered:January 2010
Location: Germany

Logisteric
for the first point: where do you have them? helmet? they need to be in a FACE-slot


You guys really assume the worst, right? Of course they're in the right slot, I even went so far to try the other face-slot. If you can't simply reconstruct the problem at hand I'll post some screenshots. So far, the first generations of night vision goggles add 0-1 tiles of vision to my mercs, no matter if they have the night ops trait or not. But when I boosted the vision range modifier of the item up to 20, the vision range was slightly improved as well. But certainly not by 20 tiles.. I find myself being "ambushed" by enemy troops quite often, because some mercs just see as far as 4-5 tiles at night even with fully repaired night vision.. So it seems to be a merc-related issue.

I haven't changed anything in the ini-file(s) regarding the vision range of anything.

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Private
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #267441] Fri, 26 November 2010 20:59 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Murder
I 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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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #267448] Sat, 27 November 2010 01:41 Go to previous messageGo to next message
thefreakish is currently offline thefreakish

 
Messages:13
Registered:January 2010
Location: Germany

[quote=smeagol]Murder
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.


What exactly does this mean ? You can only code one combat pack to be wearable with one backpack? But you can wear the TIMS backpack with the TIMS combat pack and that russian thingy..

Besides, I don't think there is a need to differ between belts and combat packs, as both of them are worn on the waist. Making belts and combat packs mutually exclusive seems just logical to me, as these belts would be rather voluminous. Them being attachable to the smaller LBEs is alright as well, as these LBEs are.. smaller. So no objections on that matter from this side

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Private
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #267456] Sat, 27 November 2010 11:56 Go to previous messageGo to next message
CronoDroid is currently offline CronoDroid
Messages:4
Registered:November 2010
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
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #267461] Sat, 27 November 2010 12:37 Go to previous messageGo to next message
Logisteric

 
Messages:3199
Registered:December 2008
Location: B
just load your gun from those boxes (either oldstyle: two types and click-click-click, or 1.13-style: [alt]-[cntrl]-[A] to have the ammo in crates and then the crate to the gun to get five mags) - just as in real live, it is still creating magazines from thin air, as long as we don't have mag-items, but it clears up the mess ar br's a bit (could someone please code to browse br's ammo-section by calibre and nothing else), you will find some nice little donkeys later in the game they are kinda dummy-guns (game-engine-wise) to make those boxes, which are a fine thing if you have to carry your ammo cross-country.

and the ammo got cheaper with that (at least br' discription says so)

...and, btw welcome to the pit

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Captain
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #267470] Sat, 27 November 2010 16:27 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
:axe: damn thread hijackers....


Sorted....... :axe:

[Updated on: Sat, 27 November 2010 17:04] by Moderator

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #267491] Sun, 28 November 2010 12:17 Go to previous messageGo to next message
K0ukku is currently offline K0ukku

 
Messages:188
Registered:December 2009
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

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Staff Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #267505] Sun, 28 November 2010 19:57 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
New box pics for .30 carbine ammo boxes:

http://img214.imageshack.us/img214/1931/30carboxes.gif

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #267550] Mon, 29 November 2010 18:27 Go to previous messageGo to next message
psycho1976 is currently offline psycho1976

 
Messages:29
Registered:February 2008
Hi! Been looking at the AIM-mod with interest for a bit. I have to admit some confusion to which SCI I must use. Can I use the vanilla SCI or do I have to use the WF one?

Would much prefer the vanilla one (as it is newer and I quite frankly find the WF maps not that fun/good...)

Thanks in advance.

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Private 1st Class
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #267551] Mon, 29 November 2010 19:20 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Recommended install:
1.) Jagged Alliance 2 (obviously)
2.) Vanilla SCI
3.) WF6.06-AIMNASV14 EN
4.) Replace Data-AIM-WF\Tabledata\AIMAvailability.xml and MercAvailabity.xml with the corresponding files from here
5.) use this exe to play

The WF maps are in both the older WF SCI and all newer AIMNAS packages. What's wrong with them?

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Captain

Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #267552] Mon, 29 November 2010 19:31 Go to previous messageGo to next message
psycho1976 is currently offline psycho1976

 
Messages:29
Registered:February 2008
DepressivesBrot
Recommended install:
1.) Jagged Alliance 2 (obviously)
2.) Vanilla SCI
3.) WF6.06-AIMNASV14 EN
4.) Replace Data-AIM-WF\Tabledata\AIMAvailability.xml and MercAvailabity.xml with the corresponding files from here
5.) use this exe to play

The WF maps are in both the older WF SCI and all newer AIMNAS packages. What's wrong with them?


Thanks! Installing it now! Smile

On my system I get a lot of tearing, even with V-Sync on. This I have way less with a vanilla install. Will prove interesting to see if this is better with this install or not.

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Private 1st Class
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #267559] Mon, 29 November 2010 21:28 Go to previous messageGo to next message
K0ukku is currently offline K0ukku

 
Messages:188
Registered:December 2009
I'm still wondering the FOUR folders. Usually it has been so, that there has been Data folder and Data-1.13/Data-WF or whatever.

Now in the Vanilla SCI you get the first folders two, and but then WF6.06-AIMNASV14 EN has two differently named Data folders. So should there be 4 folders?

I did exactly what your instructions are above Mr. DepressiveBot and nothing more or less, and my WF / AIM mercs all messed up, different names and face animations.

[Updated on: Mon, 29 November 2010 21:28] by Moderator

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Staff Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #267560] Mon, 29 November 2010 21:51 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
K0ukku
I'm still wondering the FOUR folders. Usually it has been so, that there has been Data folder and Data-1.13/Data-WF or whatever.

Now in the Vanilla SCI you get the first folders two, and but then WF6.06-AIMNASV14 EN has two differently named Data folders. So should there be 4 folders?

Yes. That's the way I set it up when smeagol asked for a base to continue his work on. And also the setup I'm using personally. Somehow, it wasn't changed afterwards.

As for your problem with the mercs, which ones exactly? AIM/MERC/IMP/RPC? Tactical/Strategic/Laptop view?

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Captain

Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #267561] Mon, 29 November 2010 22:17 Go to previous messageGo to next message
K0ukku is currently offline K0ukku

 
Messages:188
Registered:December 2009
Well, like in AIM there's Scope's mouth animation in Laura's profile and then in some cases the descriptions are mixed up. There's something like 10-15% of the AIM profiles messed up and in the MERC aswell. I didnt change the MercAvailibility.xml a couple of days ago when I tried this install first time and now I did change it aswell according to your instructions in the last message on page 2.
This MercAvailibility.xml fixed some of the MERC mercenaries profiles, but they are still quite messed up... first time everyone had Biff's faces, now they have usually their own but still messed up with the descp and faces... Hmm!

Very strange. I really did as you instructed, maybe I still fucked up in some part, which I highly doubt...

edit:
Hmm. It might have something to do with the custom faces... let's check it out!
edit2: No it did not. I had some custom faces in the faces\ folder but the problem still persists..

[Updated on: Tue, 30 November 2010 00:57] by Moderator

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Staff Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #267571] Tue, 30 November 2010 00:57 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
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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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #267598] Tue, 30 November 2010 16:31 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
And another pic fix:

http://img230.imageshack.us/img230/6920/scarstock.gif

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #267616] Wed, 01 December 2010 00:10 Go to previous messageGo to next message
Hairysteed is currently offline Hairysteed

 
Messages:193
Registered:December 2007
Location: Finland
smeagol
And another pic fix:

http://img230.imageshack.us/img230/6920/scarstock.gif

A little bright. Maybe dim it down a bit?

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Staff Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #267617] Wed, 01 December 2010 00:48 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Yeah, thought so as well... but in the editor it actually looks fine... have yet to see it in-game... often times items look differently in-game.

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #267656] Wed, 01 December 2010 20:45 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
More guns no one needs...

MGV176:

http://img138.imageshack.us/img138/4733/mgv176.gif

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #267661] Wed, 01 December 2010 21:09 Go to previous messageGo to next message
wolf00 is currently offline wolf00

 
Messages:1148
Registered:September 2006
Location: Czech Republic

http://world.guns.ru/machine/chex/zb-26-e.html one mg for 7.92x57 ?

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Sergeant Major
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #267662] Wed, 01 December 2010 22:12 Go to previous messageGo to next message
K0ukku is currently offline K0ukku

 
Messages:188
Registered:December 2009
Smeagy smeagol,

You know I did request about the heavy and interesting M78/83 and you didnt find a decent pic.. well

Can you use this one for it??

http://img143.imageshack.us/img143/7140/m7883spng.png

Just a suggestion! Thanks for you and to all modders for the all hard work you've done, I wrote about JA2 and mods to the largest gaming magazine in Finland (and some say in the Nordic countries aswell...), which has over 150,000 readers!

-koukku

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Staff Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #267663] Thu, 02 December 2010 03:52 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
wolf00
http://world.guns.ru/machine/chex/zb-26-e.html one mg for 7.92x57 ?



Hmmm.... if I add an MG in 7.92x57, I guess it would rather be an MG42...



Quote:
You know I did request about the heavy and interesting M78/83 and you didnt find a decent pic.. well

Can you use this one for it??



Think I had exactly this pic, when I first tried to add the M78/83. Didn't work out, due to the light effect... transferred only poorly into sti.





Edit:

So... just decided to actually add that MG42... already made the ammo belt:


http://img257.imageshack.us/img257/1073/ammobelt.gif


Edit:

Because someone said that the ammo belt looked bad, I added MG belt boxes instead:

http://img816.imageshack.us/img816/7987/mgbox4.gif



Edit 2:

And here is the MG42 (obviously used the pic of the MG3 and simply modified it a bit...):

http://img7.imageshack.us/img7/6415/mg42l.gif

[Updated on: Fri, 03 December 2010 16:25] by Moderator

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #267676] Thu, 02 December 2010 15:28 Go to previous messageGo to next message
wolf00 is currently offline wolf00

 
Messages:1148
Registered:September 2006
Location: Czech Republic

http://img829.imageshack.us/img829/3227/mg15ground.th.jpg

this one is not in any ja2 mod it is ugly, but i think it is rare ...

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Sergeant Major
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #267694] Fri, 03 December 2010 01:00 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Just uploaded the update for V15 (doesn't include maps and other WF related files... just the new item files...). Hope I didn't forget to include anything in the file...

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #267695] Fri, 03 December 2010 01:05 Go to previous messageGo to next message
friedrice is currently offline friedrice
Messages:3
Registered:August 2010
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
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #267696] Fri, 03 December 2010 01:15 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Use the setup I made in V14 (the mercstartinggear is in a different folder... namely in the Data-AIM-WF or what ever it is called...). Unless you changed something about it, it should work.


Btw... V15 is a little bit screwed up, as I just discovered. The pics for the belt boxes used by the MG42 are slightly too big and the MG42 neither has range nor damage... I'll fix that asap.

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #267698] Fri, 03 December 2010 01:40 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Okay, uploaded the fixed V15.

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #267709] Fri, 03 December 2010 08:57 Go to previous messageGo to next message
Kellomies

 
Messages:50
Registered:October 2010
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
Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #267724] Fri, 03 December 2010 18:32 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Kellomies
On another note, didja know C-Mags are also available for 7.62 NATO...? :whistle: Damn things must weigh a ton.
There are 50rd drum magazine adapters (and mags) for many of the 7.62 battle rifles in AIMNAS. A 100rd Beta C-Mag would conflict with the 100rd Belts for the LMGs. C-Mags would fall in between 50rd drums and 100rd belts, containing more cartridges than the former but lacking the links of an ammo belt.

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Captain

Re: Alpha_Item_Mod_for_WF6.06 Part 7[message #267735] Fri, 03 December 2010 21:59 Go to previous messageGo to previous message
Kellomies

 
Messages:50
Registered:October 2010
I think you mean "overlap" rather than "conflict" - or is the game actually incapable of telling the difference between different "magazines" of same size and caliber? Sad

Though, the manufacturer says it's for M14 if that helps any...

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