Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » AIMNAS Archives » AIMNAS WF2011 Part 8
AIMNAS WF2011 Part 8[message #273018] |
Wed, 09 February 2011 02:19  | |
smeagol
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Messages:2731
Registered:June 2008 Location: Bremen, Germany |
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Thread 7 can be found here.
AIMNAS WF2011 is currently under development. It will feature bigmaps for each sector and quite a bit new stuff. During the time waiting for an official release you can still play the last AIMNAS release (V15).
A slightly outdated (but not too much) sortable item list based on V12 can be found here.
Credit for this awesome tool goes to Jenilee. Many thanks for that.
Setting up AIMNAS V15 is still quite difficult, although Chatner made an SCI. If you have questions on how to install AIMNAS V15, try to read the last pages of thread 7, before posting the same questions over and over again. 
Anyways... AIM-NAS includes more than just a ton of cool stuff, it also contains a selection of starting gear kits for A.I.M. mercs (made possible through the great work Tais did on New Starting Gear Interface) and updated skills and traits for usage wih STOMP.
If I feel like it, I will update this starting post with install instructions (but don't count on it, since AIMNAS V15 is the last regular release for regular maps, and I consider it finished).
For more questions, feel free to visit me in the Bearspit IRC channel, I'm usually there...
Also, last but certainly not least, big thanks go out to the regular crowd in the IRC channel, who keep me motivated to continue working on this (no name dropping yet, will do that when I actually have a relase version ).
And a sidenote: I'd really appreciate it, if the hi-jack attempts are kept to a minimum (not looking at anyone specific here... think the usual suspects know who I'm talking about ).
Information on the Single Click Installer can be found here.
Enjoy :happybear:
[Updated on: Tue, 10 July 2012 22:02] by Moderator
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Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #273019] |
Wed, 09 February 2011 02:20   | |
smeagol
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Messages:2731
Registered:June 2008 Location: Bremen, Germany |
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Merge List for AIMNAS:
Last Update: 9th Feb. 2011
Guns:
- EBR Stock + M14/M21/M1 Garand/Mini-14/AC-556 = EBR Version of the same gun
- Improvised Conversion Kit + SVU = SVU-A
- Improvised Conversion Kit + M1 Carbine = M2 Carbine
- Improvised Conversion Kit + Ruger Mini-14 = Ruger AC-556
- Improvised Conversion Kit + Ruger Mini-30 = Ruger AC-762
- Improvised Conversion Kit + Calico M-900 = Calico M-900A
[color:#FF0000]- Improvised Conversion Kit + TEC-9 = TEC-9 FA
- Rubber Band + 93R = 93R FA (utility knife on the FA brings it back to regular version, rubber band is lost, though)
[/color]- SCAR Barrels + SCAR variant = other SCAR variant (depends on Heavy and Light version which barrels are interchangeable... the L will accept the 6.8mm, the H will accept the WP barrels)
- HK Rails + several HK guns versions = MP5// G36 //G11//CAWS RAS versions
- G36 Grip/Optics + G36 versions // G11 // CAWS = G36 //G11//CAWS regular versions
- AK Conversion Kit + SKS // and several AK-variants = Tactical version of the gun
- upper receiver kits for M4 variants = other variant (works with .50 Beowulf, AR57, M4A1, M4A3, Whisper Kitty, SEAL Recon Rifle)
- M16A4 Conversion Kit + M16A4 = DMR variant of the M16
- AUG Barrels + AUG = other AUG variant
- Fixed Telescopic Optics + AUG RAS variants/P90 RAS/CAWS RAS/G11 RAS = basic variant of the gun
- Rail Kit large + basic AUG variants = RAS version
- Rail Kit small + P90 = P90 RAS
- HK416 Barrels + Hk416 variant = other HK416 variant
- HK417 Barrels + HK417 variant = other HK417 variant
- Blaser R93 Barrels + Blaser R93 variant = other Blaser variant
[color:#FF0000]- Barrel Kit VBR PDW + VBR PDW = other VBR PDW variant[/color]
- 40mm Buckshot Grenade + M79 Grenade Launcher = M79 direct fire launcher (for use with the Buckshot round...)
- regular 40mm Grenade + M79 direct fire launcher = M79 Grenade Launcher (so you actually can use the grenades again wink )
A note on gun merges: Make sure, that you take off all attachments and unload the gun before changing barrels//adding rails. Otherwise your stuff might disappear. Tried this with a conversion of AR57 into beowulf, my 50 rnd 5.7 mag just vanished (probably because there was no room to drop the mag, the other way round with a loaded beowulf worked flawless, the mag was put into a small pocket and all attachments stayed on the gun). Might be however, that this is changed with NAS.
Armour:
Major change: Most armour can't be repaired anymore (there are some exceptions), instead you'll need Compound-18 // Compound-20.
- C18 Upgrade Kits + various Armour pieces = treated Armour
- C20 Upgrade Kits + various Armour pieces = coated Armour
- C18 + regular or C-18 armour = repairs the armour
- C20 + a C-20 armour // EOD // Dragonskin // KAZAK-6 = repairs the armour
- C20 + titanium plate = repairs the plate
- Upgrade Kits + various armor = appropriate upgraded armor (Stealth Kit only works with Kevlar)
- Dragonskin + Camo Uniforms = Camo Dragonskin
Attachments:
- Aluminium Rod + Spring = Rod&Spring
- Steel Tube + Duct Tape + Quick Glue = Gun Barrel Extender
- Duct Tape // Quick Glue + any attachment = mod. version (needed for further merging or as inseperable item that will stick to a gun permanently)
- Tact. Flashlight + Rifle Lam = Rifle-LAM&Flashlight Combo
- Reddot LAM + Reflex Sight = Reddot LAM&Reflex Sight Combo
- Reddot LAM + Sight Mark Reflex Sight = Reddot LAM&SMR Combo
- Foregrip + Tac. Flashlight = Griplight
No glue merges:
- Burris AR scope + Burris Speeddot = Aiming Module SDA
- AN/PVS NV scope + Burris Speeddot = Aiming Module SDNV
AIM SDA: Burris Speeddot, Burris AR
AIM SAR: Burris Speeddot, Burris AR, Reddot
Trigger Group + Utility Knife = cycles through various types of Trigger Group (atm 2 round, 3 round or 4 round burst)
Explosives:
- various Grenades//Molotov Cocktail + Gasoline-Oil Mix = various Eagle Items (basically gas tanks that can be used as explosive devices)
- String//copper wire + mod. Flare = Trip Flare
- String//copper wire + mod. Walkman = Trip Klaxon
- Pack of Gum + Flashbang = Flashbang Mine
- Pack of Gum + Mustard Gas Grenade = Mustard Gas Mine
- Pack of Gum + Tear Gas Grenade = Tear Gas Mine
- Pack of Gum + Smoke Grenade = Smoke Mine
- duct tape//quick glue + detonator = mod. detonator (will stick to a bomb as inseperable attachment)
- Rag + Alcohol-Oil Mix = Molotov Cocktail
- Duct Tape + Flare = taped Flare
- Duct Tape + Alcohol&Oil Mix = taped Alcohol&Oil
- Taped Flare + Alcohol&Oil Mix = Flarebomb (also works if the alcohol is taped or both are taped)
[color:#FF0000]- Ammonium Nitrate Fertilizer + Gas = Fertilizer Bomb (new in WF2011)[/color]
- RDX + TNT = HMX
- RDX + C1 = C4
- RDX + C1 small = C4 small
- C1 + copper wire = 2x C1 small
- C4 + copper wire = 2x C4 small
- shaped charge + shaped sharge = c1 small
- shaped charge + jar with marbels = improvised grenade
- copper Wire + Claymore = mod. Claymore (can be used as a bomb, instead of a mine)
- Gameboy + C1 small = 2x shaped charge
- 2 small charges C1/C4 = C1/C4
- 40mm shell casing + any 40mm grenade = 40mm shell
required as components for explosives//mines:
- Tank of Gas + Oil = Gasoline-Oil Mix
- Bottle of Alcohol + Oil = Alcohol-Oil Mix
- Glass Jar + Marbles = Jar with Marbles
- Detonator + Flare = modified Flare
- Detonator + Walkman = modified Walkman
- Detonator + Steeltube = Steel Tube with Primer
LBE:
- 40mm VOG Grenade Panel + 40mm VOG grenade Panel = VOG Combat Pack
- Mod. Pouches + Mod. Pouches = Mod. Rigs (there are a lot of possible combinations, just try out what works... doesn't work in all possible combinations yet, might change that later on)
- SAW pouch + LBE Gear = SAW LBE
- mod. triple grenade pouch + LBE Gear//SAW LBE = mod. LBE Gear
- mod. utility + LBE Gear = mod. LBE Gear
- mod. first aid pouch + LBE Gear//SAW LBE = mod. LBE Gear
(the LBE Gear//SAW LBE gear can be upgraded until all pocket slots are used)
- 40mm Grenade Rig + 40mm Grenade Rig = 40mm Grenade Panel
- Pouch Straps + several mod. Pouches will seperate the pouches (also works on vests modified with the following merge)
- Belt Type LBE + one of the following vests: Hunter Vest, Biggame Hunter Vest, AK Chest Rig, M23 Chest Rig, Police Utility Vest or Sniper Jacket = modified version
- Pouch Set Straps + Belt LBE => switches the belt to be worn as vest instead of combat pack
Misc:
- Fumble Pack + x-Ray Tube + Pack of Gum = X-Ray Device
- Display Unit + X-Ray Device = X-Ray Detector
- LameBoy Display + Copper Wire = Display Unit
- Gameboy + Copper Wire = LameBoy Display
- Platinum Watch + Copper Wire = Detonator
- Various Clothing + various Knives = Rag
- Rubber band + various Knives = Mod. Pouch Set Straps
- Canteen + Cigars = Woodland Camo Kit
- Canteen + Cuban Cigars = Desert Camo Kit
- String + Soda Can = Soda can with String
- Batteries + Detonator = Remote Detonator
- Woodland Camo Kit + Rag + Rubber Band//String = Ghillie Kit Woodland
- Desert Camo Kit + Rag + Rubber Band//String = Ghillie Kit Desert
Combine Merges:
First Aid Kit
Medical Kit
Tool Kit
Locksmith Kit
Camo Kits
Alcohol
Wine
Beer
Tank of Gas
Compound 18
Compound 20
[Updated on: Mon, 11 April 2011 16:24] by Moderator
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Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #273020] |
Wed, 09 February 2011 02:20   | |
smeagol
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Messages:2731
Registered:June 2008 Location: Bremen, Germany |
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Guide to Pocket sizes used
Also new are changes to the item sizes. Those changes probably won't matter in game, it's more a behind the scenes thing... anyways here is the list for item sizes currently used (it's a bit different to the list posted in the Thread 3):
34: ammo crates, ammo donkeys, full back packs (no more stuffing them into other back packs, or overloading vehicles)
33: Gas Tanks, full vests and full combat packs
32: Tool kit, conversion kits, heads, empty backpacks
31: Armour (vests and pants), LBE vests, combat packs, full thigh packs & belts
30: Helmets, thigh packs, belts, armour conversion kits
29: Rockets (RPG and Carl-Custaf)
28: 60mm shells
27: Shotgun Shells #12 rounds
26: 40mm grenades & shells
25: 20mm, 25mm and 40mm metalstorm clips, trip mines (the ones made from large grenades)
24: 12g shells #7
23: bottles, canteen, stick grenade
22: mini rockets, crossbow bolts (that of course means, that the quiver will now take mini rockets as well)
21: ammo belts, med kit, bloodcat pelt, flamethrower tank
20: drum mags, claymore, large attachments (like aiming modules, aimpointer, etc), ammo boxes, mostly bigger stuff that would fit a medium pocket, but not a misc pocket (like headsets, bigger gas masks)
19: large handgrenades, glass jars, emergency flare
18: large mags, medium attachments (larger scopes, medium sized lasers, small aiming modules, etc), large knives, TNT/HMX, landmine
17: sniper mags, gas mask, NVG I&II, sun goggles (yeah, should be smaller, but i think it's more convenient this way... if they were smaller more than 1 would fit a medium pocket which would make outfitting kind of annoying, especially if you don't fix them to a helmet) first aid kit, large C1 & C4, most binoculars, other stuff that needs at least a misc pocket to be stored
16: AR mags
15: SMG mags, various smaller stuff (like T-shirts, rod&spring)
14: speedloader, regular grenades, stones, small attachments, soda can, , Compound 18/20
13: short rifle mags, small C4&C1 (stuff that needs at least a small pocket)
These items will fit a tiny pocket:
12: pistol mags
11: small pistol mags, small grenades, throwing knives
10: tiny stuff (keys, money, marbles, etc...), tiny grenades (V40), shuriken
9-0: guns in varying sizes (also includes LAWs, swords, spades, crowbar)
[Updated on: Wed, 09 February 2011 02:25] by Moderator
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Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #273044] |
Wed, 09 February 2011 06:30   | |
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@Smeagol and Hawkeye
Give us a railroad system with a train and tracks and crossing signals.
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Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #273110] |
Wed, 09 February 2011 23:27   | |
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:super:
Great work my man.
Check out these tiles.
Scroll to the bottom of the page.
Link '
[Updated on: Wed, 09 February 2011 23:36]
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Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #273128] |
Thu, 10 February 2011 01:37   | |
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Yeah the only one I really like is the bombed out white car. They just need to be colored better.
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Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #273170] |
Thu, 10 February 2011 12:17   | |
Tiler_Durdan
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Messages:18
Registered:February 2009 Location: orbiting planet mindless |
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the white wrecks are from the relics of some czech mod i think, there were some more cars and trucks.
i guess since then they keep appearing in different mods. the rest of the destroyed cars are hand made by me.
i searched 3d-sites for useable pictures of wrecks and tweaked them and put them into a sti.
This started when i was bored by the blackish wrecks in the vanilla ja2.
though i noticed a small graphical glith with some of the wrecks. about two or three of them seem to desintegrate when they reach the right border of the screen. their bottommost pixels are thrown to the left. don't know what might cause this as the imagesize is about the same for all. ???
i said this some times already, but i would like to build up a database for tilesets and images. but i don't think i can spare the time to manage the database, just making some tileset or map from time to time.
as of military vehicles i can give you some pretties.
be nice to 'em. no sti, just bmp though.

from top to bottom, in case you don't already know:
GAZ, M2 Bradley, BTR-80
i could also post additional material.
edit:
ok, found some more. they have sti, but they might not be a complete set(STIs for objects and shadows, mapview and JSD)


[Updated on: Thu, 10 February 2011 12:54] by Moderator
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Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #273185] |
Thu, 10 February 2011 14:33   | |
Hawkeye
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Messages:2222
Registered:October 2005 Location: Australia |
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Tiler_Durdanthe white wrecks are from the relics of some czech mod i think, there were some more cars and trucks.
i guess since then they keep appearing in different mods. the rest of the destroyed cars are hand made by me.
i searched 3d-sites for useable pictures of wrecks and tweaked them and put them into a sti.
This started when i was bored by the blackish wrecks in the vanilla ja2.
though i noticed a small graphical glith with some of the wrecks. about two or three of them seem to desintegrate when they reach the right border of the screen. their bottommost pixels are thrown to the left. don't know what might cause this as the imagesize is about the same for all. ???
edit:
ok, found some more. they have sti, but they might not be a complete set(STIs for objects and shadows, mapview and JSD)


Yeah those wrecks look good, little Fiat's or Lada's aren't they? The old original JA ones do look a bit cartoonish in comparison now. I doubt your disintegration issues would be because of size as they are relatively small, and I've been working with some very large tiles of late and haven't had any problems like that. Sti editor can do some strange things though, have you tried simply setting up a new sti? Possibly recopying and pasting the frames?
Those vehicles on the pink background look very Fallout to me and the trucks are a bit out of scale, don't you think? Then again I think a lot of the larger vehicles were kept intentionally small for some reason. I never thought the Hummer was a good choice for the Arulcan army and reckon the brown jeep's a better option. Those tanks have been doing the rounds a bit on a number of mods. Maybe I'm just being picky.
At the moment I'm keeping any eye out for industrial looking structures for an oil refinery, water and gas tanks and silos, heavy pipe networks and stuff like that.
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