Re: AIMNAS Bug reports[message #336172]
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Fri, 26 September 2014 11:11
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Dyson |
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Messages:204
Registered:December 2008 |
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smeagol
Well, problem with the M1 carbine EBR is, that the game doesn't know if you transformed an M1 or an M1A1 into the M1 EBR. Thus you'll always get the same item back as a result. Only way around that would be to add an M1A1 EBR (which would basically be the same item as the M1 EBR, except for the transformation).
How about make the M1 to an M1A1 with the help of a stock.
Same for the older HK rifles and SMGs. With the retractable stock and the polymer stock.
If one can transform the M1/M14 variants in EBR variants, the M14A1 and M1A should be transformable, too.
some other suggestions for tweaks:
According to wikipedia, the SR-1 has an overall length of 1100mm. This should make it fit on shoulder slot and the bigger pouches.
M82A1M fits into sniper bag. M82A2 not.
7,92x57mm Mauser HE explodes at any blade of grass. It is possible, to make the more insensible?
It is maybe too tricky but Gas Masks don't fit into the Gas Mask Pouches.
Progress speed of item choice is "slow" but one of the first enemy squads hat Dynamee armor.
[Updated on: Fri, 26 September 2014 12:18] by Moderator Report message to a moderator
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Sergeant 1st Class
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Re: AIMNAS Bug reports[message #336194]
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Fri, 26 September 2014 13:17
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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Dyson
How about make the M1 to an M1A1 with the help of a stock.
Yes, that is the intention. I think I added the merge Folding Stock + M1 = M1A1. If not, that's an oversight...
Quote:Same for the older HK rifles and SMGs. With the retractable stock and the polymer stock.
Should work as well. If not I'll have to fix that.
Quote:If one can transform the M1/M14 variants in EBR variants, the M14A1 and M1A should be transformable, too.
Yes.
Quote:According to wikipedia, the SR-1 has an overall length of 1100mm. This should make it fit on shoulder slot and the bigger pouches.
Which SR-1?
Quote:M82A1M fits into sniper bag. M82A2 not.
Will have to check that.
Quote:7,92x57mm Mauser HE explodes at any blade of grass. It is possible, to make the more insensible?
HE ammo especially those with an actual blast radius behave strangely with Grass. No idea how to fix that, without removing the blast radius unfortunately.
Quote:It is maybe too tricky but Gas Masks don't fit into the Gas Mask Pouches.
Well, yes... a gas mask should obviuosly fit a gasmask puch. But, the bigger gasmasks (like the Avon for example) will need medium general pouches. Maybe I add a special gas mask pocket type to solve that problem.
Quote:Progress speed of item choice is "slow" but one of the first enemy squads hat Dynamee armor.
Yeah, that can happen due to several reasons. Either pre-placed item (which I doubt), elite enemies getting a bonus on item choices, etc... consider it WiP that requires more information to get tweaked.
Quote:MC51/G3/G21/etc accept Rifle LAM
Will have to fix that. Maybe need to make a more transparent list for what attachmetns a gun can take and what not. Like scopes... Technically it should be possible to add Sniper Scopes even on an MP5 RAS vor example, even if it wouldn't make much sense...
Quote:While 5 Mags of .408 fit into the SVD ammo pouches. Only one fits into the big sniper ammo pouches. The feeling is, that there should be not 5 in SVD pouch and more than one in the big ammo pouches.
Yeah, that sounds odd...
[Updated on: Fri, 26 September 2014 13:19] by Moderator Report message to a moderator
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Re: AIMNAS Bug reports[message #336838]
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Mon, 20 October 2014 00:55
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Flugente |
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Messages:3509
Registered:April 2009 Location: Germany |
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I've tried fixing the issue in r7600 - not fully successful however.
The problem is that the game redraws the inventory all the time (which it has to, otherwise changes you do there aren't noticeable right away, leading to glitches). We have to redraw each item, colour items it if we have something in our hands, and, very important, grey out any pocket that the item does not fit into, or that we do not get via LBE gear.
This causes the problem. We check all the time which slots we get, which item fits where, how big item sizes are and whatnot. MOLLE increases the problem almost exponentially.
@Any coder willing to see the effect: Add a return; after INVRenderItem(...) in void INVRenderINVPanelItem( SOLDIERTYPE *pSoldier, INT16 sPocket, UINT8 fDirtyLevel ). You will notice a real difference if you have an object in hand (did that in AIMNAS, will almost not be noticeable in stock 1.13 due to fewer items).
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Re: AIMNAS Bug reports[message #337722]
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Fri, 14 November 2014 05:01
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DeviousD |
Messages:1
Registered:November 2014 |
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All HE types of ammo with an explosion size higher than 1 explode with a smoke explosion instead of a normal explosion.
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Civilian
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Re: AIMNAS Bug reports[message #337933]
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Sat, 22 November 2014 21:35
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Scheinworld |
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Messages:961
Registered:December 2007 Location: Baltic Sea, Germany |
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Hi smeag,
I hope everything is fine with you! It's been a while than this was reported, but I stumbled across it on my forum research where I never find that what I need, but that's another topic.
dinglehopperNot sure if this is related exactly to this problem, but I found it odd. I went in with squad size 10 but only one imp in squad because there has been problems with this encounter in the past with larger squad sizes. This time though, when I was done with miguels main dialogue I asked him to join. He of course said the time was not right but he could give me Ira. At this point the dialogue ended automatically and my imp did the "Bad guys!" voice. I looked all around and there were no bad guys, nor did I ever enter combat. Was able to get Ira and Dimitri and head out without crashing.
smeagolYeah, the bad guys voice line happens when Dimi joins the team...
I changed his script to make him hireable again, but I have no clue why the speech line is triggered. Might have to take a deeper look into the npc script again.
Just a small fix, but it should work and hopefully Dimi without a "bad guy" line now:
http://www.file-upload.net/download-9892247/Dimi_fix2try.zip.html
Best regards; Schein
[Updated on: Sun, 23 November 2014 19:31] by Moderator Report message to a moderator
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Re: AIMNAS Bug reports[message #337942]
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Sun, 23 November 2014 20:38
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Nero1986 |
Messages:2
Registered:November 2014 |
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OK i have the reason for Skyrider. Just edit this line in the Script(Data-bigmaps/Scripts/Overhead.lua)
Just open with Notepad ++
SetUpHelicopterForPlayer( 13, SectorY.MAP_ROW_B,Profil.SKYRIDER, 163 )
163 must stand for the Helicopter.
[Updated on: Sun, 23 November 2014 20:41] by Moderator Report message to a moderator
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Civilian
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