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Re: AIMNAS WF2011 Part 9[message #294927] Mon, 12 December 2011 03:43 Go to previous messageGo to next message
Anonymous
Yes, in fact there are two totally different versions of the flame thrower with regard to how they work in game.

I don't believe that either were Scorp's creation.
Re: AIMNAS WF2011 Part 9[message #294952] Mon, 12 December 2011 15:24 Go to previous messageGo to next message
MrFlibble

 
Messages:16
Registered:November 2011
Hi there, this is my first post on this forum since I'm back to JA... used to play the very first installment then Deadly Games and JA2 as well until 2004. Lately I came up with a copy of JA2 Wildfire and greatly enjoyed the awesome maps and the increased damage and difficulty.
Browsing the internet looking for updates and stuffs, what was my surprise to find that JA2 was back to life with the release of its source code, doing some searches I inevitably came to v.1.13 which I downloaded and installed over my dusty JA2 Gold since I read it wasn't compatible with WF. At first I was very impressed with the astounding list of features and items and the new dimension it brought to game play but was somewhat disappointed with low weapon damages and the new CTH system that relies too much on characters level, stats and abilities - i.e : missing a whole burst even at point blank range just because the merc is level 1, has not too good marksmanship or is not an auto weapon expert - as it is it should rather be renamed CTM (chance to miss). Nonetheless, I can see great potential in this new version and say none but Well Done to the team behind this tremendous piece of work. Having some spare time I did some searches looking for a workaround to play 1.13 in WF or vice-versa and ended here in Bear's Pit forums where I read about AIMNAS which is perhaps what I am looking for... so where do I have to start ? Where to download the latest version ? Thank you !
Re: AIMNAS WF2011 Part 9[message #294953] Mon, 12 December 2011 15:33 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3804
Registered:July 2009
Hello MrFlibble, Welcome to the Pit :wave:

Installation procedure for AIMNAS:
0) Clean JA2 Gold Install
1) Latest version of Tais' SCI
2) Latest version of AIMNAS


Re: AIMNAS WF2011 Part 9[message #294976] Mon, 12 December 2011 17:20 Go to previous messageGo to next message
MrFlibble

 
Messages:16
Registered:November 2011
Thank you for your quick reply, started downloading... Is there any thread to keep track of latest versions for both AIMNAS and JA2 1.13 ?
Re: AIMNAS WF2011 Part 9[message #294979] Mon, 12 December 2011 17:50 Go to previous messageGo to next message
smeagol

 
Messages:2726
Registered:June 2008
Location: Bremen, Germany
AIMNAS updates are not very common. I only upload updates on a very loose basis.


The next update I make will require the latest HAM 5 exe as well.


Re: AIMNAS WF2011 Part 9[message #294984] Mon, 12 December 2011 18:14 Go to previous messageGo to next message
Anonymous
smeagol
The next update I make will require the latest HAM 5 exe as well.


Do you have a projection of when that might be?
Re: AIMNAS WF2011 Part 9[message #294985] Mon, 12 December 2011 18:22 Go to previous messageGo to next message
STK

 
Messages:110
Registered:December 2010
Location: UK
Hi all I am using aimnas 20 and love it.

Whats new in 21?.

All so I really want to play MP its my main reason to play this.
The problem is as you all know its bugged still Sad.

We cant climb ladders
Gas masks when I fit one at the map screen before the MP game starts it kicks the server out dead cold (not tryed fitting in when in game)

I am happy to see that grenades and explosives dont kick the server now this is great.

Any one got any idea when the MP will be up to date with SP if its even possible?.

Is there any one still working on MP?.

Thanks all
Re: AIMNAS WF2011 Part 9[message #294989] Mon, 12 December 2011 18:51 Go to previous messageGo to next message
Anonymous
@STK
AIMNAS V21 includes some more items and minor fixes.

Try posting the second half of your post in the Multiplayer sections.

Re: AIMNAS WF2011 Part 9[message #294993] Mon, 12 December 2011 19:08 Go to previous messageGo to next message
STK

 
Messages:110
Registered:December 2010
Location: UK
Thanks for the fast reply.

I have put a thread in MP lets hope Smile.

Thanks for this great mod BTW Smile
Re: AIMNAS WF2011 Part 9[message #294994] Mon, 12 December 2011 19:15 Go to previous messageGo to next message
Anonymous
You're welcome!

Very Happy
Re: AIMNAS WF2011 Part 9[message #295074] Tue, 13 December 2011 16:36 Go to previous messageGo to next message
Anonymous
When, toggling the option to show face graphics mid game, we get a CTD.
Re: AIMNAS WF2011 Part 9[message #295079] Tue, 13 December 2011 17:46 Go to previous messageGo to next message
Sam Hotte

 
Messages:2011
Registered:March 2009
Location: Middle of Germany
tao
When, toggling the option to show face graphics mid game, we get a CTD.


Well, then don't do it. Razz

SCNR. Wink
Re: AIMNAS WF2011 Part 9[message #295084] Tue, 13 December 2011 18:40 Go to previous messageGo to next message
Anonymous
tao
When, toggling the option to show face graphics mid game, we get a CTD.
Re: AIMNAS WF2011 Part 9[message #295134] Wed, 14 December 2011 14:51 Go to previous messageGo to next message
MrFlibble

 
Messages:16
Registered:November 2011
Stumbled on a lot of lockups with AI especially in INSANE mode, the AI seems not able to make a decision. That happens most of the time with interrupts but that might be inherent to the latest 'unstable' version of v1.13 I have installed. I dislike also the fact that all and every stock is removable from weapons most of which stocks are built as part of the frame and thus could not be removed without sawing. Everything else so far is good about AIMNAS, I love the new CTH and damage scheme ; suppression and burst fire have regained their usefulness, I had to raise the head shot damage multiplier tho in the option ini for the sake of realism reflecting the critical nature of a bullet entering brain. I noticed that new CTH system is disabled by default, but I still get similar terminal performance when re-enabling it I think the difference is only level of aiming (number of clicks) that are allowed, is there any other ? or any argument to make me prefer the default one over the later ? Otherwise, I definitely think that AIMNAS could bring the best JA2 experience to realism and tough tactical battles lovers... count me as part of them.
Re: AIMNAS WF2011 Part 9[message #295137] Wed, 14 December 2011 15:03 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3804
Registered:July 2009
Aside from the fact that there is absolutely no NCTH data defined? No seriously, if you installed only the stuff I told you to install, each and every weapon uses default values. Don't use NCTH.

The stock system will be completely revised for the next release, you may have noticed all the pics showing guns with different stock option on the last pages Wink

AI lockups can be circumvented by disabling Improved Interrupt System btw (seach for IIS in the options.ini).


Re: AIMNAS WF2011 Part 9[message #295138] Wed, 14 December 2011 15:16 Go to previous messageGo to next message
STK

 
Messages:110
Registered:December 2010
Location: UK
"AI lockups can be circumvented by disabling Improved Interrupt System btw (seach for IIS in the options.ini)."

This worked for me so far no more freezes.

rowa21 told me about it the other day.

"@single player AI interrupt crash:
Just open the Data-1.13\ja2_options.ini and set
IMPROVED_INTERRUPT_SYSTEM = FALSE instead of IMPROVED_INTERRUPT_SYSTEM = TRUE
This will fix the AI interrupt bug."

Re: AIMNAS WF2011 Part 9[message #295139] Wed, 14 December 2011 15:18 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3804
Registered:July 2009
Note:
The ini in Data-AIM overrules the one in Data-1.13 when using AIMNAS.


Re: AIMNAS WF2011 Part 9[message #295140] Wed, 14 December 2011 15:21 Go to previous messageGo to next message
STK

 
Messages:110
Registered:December 2010
Location: UK
So do I need to change the INI in that instead?
Re: AIMNAS WF2011 Part 9[message #295141] Wed, 14 December 2011 15:23 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3804
Registered:July 2009
Yes.


Re: AIMNAS WF2011 Part 9[message #295142] Wed, 14 December 2011 15:25 Go to previous messageGo to next message
Sam Hotte

 
Messages:2011
Registered:March 2009
Location: Middle of Germany
Yeah.
Re: AIMNAS WF2011 Part 9[message #295143] Wed, 14 December 2011 15:25 Go to previous messageGo to next message
STK

 
Messages:110
Registered:December 2010
Location: UK
Ok just did it.

Whats the improvements in the AIMNAS interrupt some thing must have been tweaked basically what am I missing out on reverting back to the default interrupt system?.

Thanks
Re: AIMNAS WF2011 Part 9[message #295144] Wed, 14 December 2011 15:30 Go to previous messageGo to next message
Sam Hotte

 
Messages:2011
Registered:March 2009
Location: Middle of Germany
IIS is not AIMNAS specific but part of the *development* to base 1.13:
http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=290787#Post290787

It's not yet free of all bugs, that's why the freezes occur and why it's recommended to disable it for now.

[Updated on: Wed, 14 December 2011 15:31] by Moderator

Re: AIMNAS WF2011 Part 9[message #295152] Wed, 14 December 2011 21:37 Go to previous messageGo to next message
STK

 
Messages:110
Registered:December 2010
Location: UK
Hi again.

Sorry to ask this Razz but is there a way to enable Bobby rays from the very start with out having to take the airport.

I only want to check out all the stuff and learn what I can mix and match regarding guns etc.

Thanks
Re: AIMNAS WF2011 Part 9[message #295153] Wed, 14 December 2011 21:43 Go to previous messageGo to next message
JMich

 
Messages:569
Registered:January 2011
Location: Greece
STK
Hi again.

Sorry to ask this Razz but is there a way to enable Bobby rays from the very start with out having to take the airport.

I only want to check out all the stuff and learn what I can mix and match regarding guns etc.

Thanks
No way to do this, but 2 alternatives.
Alternative one is to use cheats and clear the airport.
Alternative two is this
Re: AIMNAS WF2011 Part 9[message #295154] Wed, 14 December 2011 21:45 Go to previous messageGo to next message
STK

 
Messages:110
Registered:December 2010
Location: UK
Wow fast reply thanks

Ok I will look into it.

I suppose I could do it VIA MP as well only thought of that after I posted hehehe.
Re: AIMNAS WF2011 Part 9[message #295155] Wed, 14 December 2011 21:55 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3804
Registered:July 2009
You could also open an airport in Omerta, you'd only have to take the landing sector then.


Re: AIMNAS WF2011 Part 9[message #295175] Thu, 15 December 2011 00:40 Go to previous messageGo to next message
MrFlibble

 
Messages:16
Registered:November 2011
Thanks DepressivesBrot for the quick reply and yeah I've seen the pics with stock deployed/retracted, looks good but does it serve any purpose ? I mean in real life collapsible stocks find their use in weapon transportability which are usually carried on chest... so why not adding a medium weapon (chest) slot where two handed weapons with retracted stock could fit as well as machine pistols, sawed offs and compact two handed guns. Equipping the gun would cost no AP but deploying/collapsing the stock will. Deployed stock adds accuracy and handling to the gun.
Re: AIMNAS WF2011 Part 9[message #295176] Thu, 15 December 2011 00:43 Go to previous messageGo to next message
STK

 
Messages:110
Registered:December 2010
Location: UK
they help in CQB situations.

So a retracted stock in a house say would be easier to maneuver than a un retracted stock basically less cumbersome.
Re: AIMNAS WF2011 Part 9[message #295178] Thu, 15 December 2011 00:53 Go to previous messageGo to next message
MrFlibble

 
Messages:16
Registered:November 2011
is there already any CQB situation taken into account in JA ? I mean confined places where weapon size does matter...
Re: AIMNAS WF2011 Part 9[message #295182] Thu, 15 December 2011 01:13 Go to previous messageGo to next message
Sam Hotte

 
Messages:2011
Registered:March 2009
Location: Middle of Germany
This is only simulated in this way that retracted/folded stocks are faster to draw; needing less AP to raise.
Re: AIMNAS WF2011 Part 9[message #295185] Thu, 15 December 2011 01:40 Go to previous messageGo to next message
MrFlibble

 
Messages:16
Registered:November 2011
Yeah that's what I was thinking about ; readying lighter/less cumbersome weapons is easier and thus requires less AP that's great and logical... and still I think my idea is good too.

I have a couple of features in mind I would like to see in AIMNAS, but I'm not sure of their feasibility since I don't know how the whole JA2 moding works I mean I have no clue on how you do guys to change and make that or that ; I also don't know what is hard codded and what is not. For example, can you create new variables and have them act in new or existing functions ? variables like damage, coolness, weight etc... Secondly, can you create new sort of objects and actions that do not fit in any existing category ( objects like weapons, items, ammo, characters... actions like reloading, climbing, attaching/unattaching) ?
Re: AIMNAS WF2011 Part 9[message #295186] Thu, 15 December 2011 02:16 Go to previous messageGo to next message
Sam Hotte

 
Messages:2011
Registered:March 2009
Location: Middle of Germany
Do not understand about what idea you are talking exactly.
A chest slot for SMGs and similar could immediately be made by Smeagol if he wanted to. He made lots of LBEs with different sized pouches, slots etc.; should pose no challenge at all to him, if he liked the idea.

Obstructed areas that are to small to bring e.g. a sniper rifle to action would surely need coding (if doable at all).

I'm no modder at all, so i can only tell you that a lot of things are externalized to XMLs. So grab the XML editor and have a look around them to get an idea what's organized in what way.

Re: AIMNAS WF2011 Part 9[message #295187] Thu, 15 December 2011 02:20 Go to previous messageGo to next message
Anonymous
DepressivesBrot
You could also open an airport in Omerta, you'd only have to take the landing sector then.


Good idea. Like Urban Chaos, but functional with BR.
Re: AIMNAS WF2011 Part 9[message #295209] Thu, 15 December 2011 15:13 Go to previous messageGo to next message
STK

 
Messages:110
Registered:December 2010
Location: UK
I was looking at gabbi cheats for 1.13 but I read I need to hold ctrl+ type gabbi at tactical screen but nothing happens.

I want to use this cheat so I can kill all enemys at the airport sector then I can use bobby rays.

Any ideas please Smile
Re: AIMNAS WF2011 Part 9[message #295212] Thu, 15 December 2011 16:58 Go to previous messageGo to next message
Anonymous
just go to the tactical screen, the screen where you actually engage in battle. You have to either be on your turn or in RTS mode. Hold down Ctrl. While holding Ctrl type G A B B I . You should get a message saying: Cheat level two reached. Hit Alt E to see all enemies. Hit Alt O to kill all enemies.

Re: AIMNAS WF2011 Part 9[message #295215] Thu, 15 December 2011 17:17 Go to previous messageGo to next message
STK

 
Messages:110
Registered:December 2010
Location: UK
wow thanks will try that now Smile

edit

Nope dont seem to work for me?.

I hold ctrl and type gabbi and I get nothing.

[Updated on: Thu, 15 December 2011 17:21] by Moderator

Re: AIMNAS WF2011 Part 9[message #295220] Thu, 15 December 2011 18:24 Go to previous messageGo to next message
Anonymous
this is very unlikely, but worth a shot. Try Cntrl I G U A N A
Re: AIMNAS WF2011 Part 9[message #295221] Thu, 15 December 2011 18:32 Go to previous messageGo to next message
Sam Hotte

 
Messages:2011
Registered:March 2009
Location: Middle of Germany
STK
I was looking at gabbi cheats for 1.13 but I read I need to hold ctrl+ type gabbi at tactical screen but nothing happens.

Try IGUANA instead of GABBI.
Re: AIMNAS WF2011 Part 9[message #295228] Thu, 15 December 2011 19:30 Go to previous messageGo to next message
STK

 
Messages:110
Registered:December 2010
Location: UK
Nope dont seem to work.

NM thanks for the help
Re: AIMNAS WF2011 Part 9[message #295230] Thu, 15 December 2011 19:42 Go to previous messageGo to previous message
Anonymous
Can you in fact confirm that you are on the tactical screen when you are attempting this?
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