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Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #273266]
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Fri, 11 February 2011 00:57
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It can, yes. It would only look right going south to north though. It would also have to take up a vehicle slot in order to have proper functionality.
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Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #273297]
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Fri, 11 February 2011 08:04
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datakursFun thing!
Can you teach the AI to organize water transports with 3-4 guys in a boat? At this moment...no. I believe it to be possible to make an enemy out of a boat, but the enemy would have to stay in the boat. It would basically be like a tank, but a boat. The visible enemy would appear to be in the boat firing. He would not be able to disengage the boat.
[Updated on: Fri, 11 February 2011 08:05] Report message to a moderator
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Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #273329]
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Fri, 11 February 2011 16:07
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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I guess without the sandbags the Jeep would look a lot better. Don't get me wrong, you did a great job. But I don't think I like those sandbags too much.
TaoEdit Reason: I think we are "hijacking" Smeagol's thread again. Sorry bub.
You are.
cell
* rifle sling (would fill a new attachement slot)
my thought are that if your mercs weapon is attached with you dont loose your weapon by an explosion
also weapon cant be stealed.
Would require coding, and I don't think it's too useful without the coding.
Cell
* grass / camouflage-spray to increase camouflage of weapon
- grass would worn off after considerable time / camouflage-spray is permanently (could be repaint) (maybe mark weapon with same symbol you ll get but in another colour when GL is attached)
- if weapon is not treated with grass or bbs stuff you loose (depend on weapon size) camouflage / you cant get 100% camouflage
- f.ex.: if you play with a sniper rifle/mg which is not camouflaged you can only reach 85% camouflage as soon the weapon is treated you reach 100%
Had a similiar idea for the Seal Recon Rifle a time ago, but it turned out, that camo bonus on a gun doesn't do anything. So, although the idea is neat, again, no way of adding it, unless someone is willing to change the code for it.
[Updated on: Fri, 11 February 2011 16:12] by Moderator Report message to a moderator
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Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #273361]
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Fri, 11 February 2011 20:22
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Cell |
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Messages:375
Registered:February 2011 |
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does 40mm vog mustard gas grenades exist? ingame not.
on web cant find any information about...
maaybe implement in aimnas vog tear gas already exists why not vog mustard gas?
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Master Sergeant
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Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #273465]
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Sun, 13 February 2011 01:35
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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Been spending quite some time now on reworking tilesets. For those who haven't seen the post in the super-tileset thread, here's an update of what I got so far. Unfortunately this also means that I will have to rework most of the maps I already made, as a lot of stuff gets changed around.
Still not done with reworking the stuff, but as you can see, I managed to group quite a lot of stuff into single tilesets, which basically means that the maps will contain a more diverse amount of stuff.
So instead of around 100-120 objects, a single map will now have around 150-170 objects available (not counting furniture, which will also be reowrked, before I start to actually continue mapping work).
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Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #273518]
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Mon, 14 February 2011 02:21
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Hawkeye |
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Messages:2416
Registered:October 2005 Location: Australia |
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smeagolHawkeyeI'm currently considering replacing the 'jigsaw puzzle' Helicopter of Sir-Techs. Partially as a visual improvement, and partially to save some frames. Have you had any problems editing the copter in existing maps? My map editor seems to crash each time I attempt to erase the old one at the moment.
Problem is, that the helicopter is somehow hardcoded (it shows up in the airport map even if you haven't placed it), so I guess that maybe the number of frames could be a requirement as well. Dunno... I managed to reduce the damaged helicopter to two frames in another tileset (not in the pic, only used in one map), by simply moving the rotor roof part to the main part. It was a bit annoying to figure out the x and y offset of the two parts so that they would fit together, took quite some time. But all in all it seemed to work.
Any chance that you'll give a try making a Willy Jeep in the near future? My attempts failed miserably, as I can't get the perspective right.
I did hear the copter did have issues, if you reduced the damaged helicopter why not use it here? I may see if it's possible to replace the art over the old one and see if it loads, but at the moment time is tight. It's fun moving offsets around, isn't it? :crazy: I had to keep going back and forth painting out pixels of shadows that were overlapping each other on those tanker trucks. Ended up doing a screen grab and pasting it over the art as a guide to work from. Fun times. :wb:
'Fraid I don't have the time to make a Jeep, especially from scratch, and I don't think I have a model on file to use, but there may be some freebies out there on the net. To me that particular model does look a bit old, more suited to a period mod. I quite like the closed canopy one shown earlier on here, which is currently very common in Vegeance.
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Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #273521]
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Mon, 14 February 2011 02:38
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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HawkeyeI did hear the copter did have issues, if you reduced the damaged helicopter why not use it here? I may see if it's possible to replace the art over the old one and see if it loads, but at the moment time is tight. It's fun moving offsets around, isn't it? :crazy: I had to keep going back and forth painting out pixels of shadows that were overlapping each other on those tanker trucks. Ended up doing a screen grab and pasting it over the art as a guide to work from. Fun times. :wb:
Didn't add the two frame heli because I was too lazy. ^^
If you copy tons and tons of stuff, it's easy to miss a piece.
Quote:'Fraid I don't have the time to make a Jeep, especially from scratch, and I don't think I have a model on file to use, but there may be some freebies out there on the net. To me that particular model does look a bit old, more suited to a period mod. I quite like the closed canopy one shown earlier on here, which is currently very common in Vegeance.
Too bad. The Willy Jeep would fit perfectly into the Arulcan Army, even if (or better because) it is outdated. Maybe I simply liked M*A*S*H too much, though. Really would have liked to see that Jeep model. ^^
Ah well.. I might give it a try myself at some point, my first attempts sucked, because I always messed up the perspective. It's pretty hard to get it from a sight view to a birds-eye //isometric view with PS, at least for my limited skills.
Anyways... just finished adding another 13 pieces of furniture to the generic 1 set, 8 slots remaining. When I'm done with that the generic 1 set will contain a whooping 192 furniture objects (maxed out!).
Next up will be the more specialized tilesets. Due to the changes stuff like the tilesets used for Jails for example can be merged to a single file, as everything else is already in the main file. Only bad thing is, that I'm limited to a total of 8 furniture sets per map. But most tilesets can easily exchange one or 2 sets for different stuff. Think it will work out.
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Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #273941]
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Sat, 19 February 2011 21:37
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Cell |
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Messages:375
Registered:February 2011 |
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Baldo
3.) WF6.06-AIMNASV14 EN
-Where should I drop this folder?
I drop "six files inside this folder"(not the folder itself) in default ja2 folder, am I done right?
4.) AIMNASV15UpdateOnly
-again, drop to where?
/ja2/data-1.13?
/JA2/data-AIM?
/ja2/data-AIM-WF?
"AIMNASV15UpdateOnly" into "Data-AIM" of "WF6.06-AIMNASV14 EN"
"WF6.06-AIMNASV14 EN" into "Jagged Alliance 2 Folder"
[Updated on: Sat, 19 February 2011 21:37] by Moderator Report message to a moderator
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Master Sergeant
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