Home » MODDING HQ 1.13 » v1.13 Modding, Customising, Editing » v1.13 XML Customization » IMP Starting Items
Re: IMP Starting Items[message #308706]
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Mon, 06 August 2012 01:34
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Sam Hotte |
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Messages:1966
Registered:March 2009 Location: Middle of Germany |
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So, here's my proposition in total:
Toggle SpoilerDefault Items(0):
I'm trying to introduce more randomness and stat dependency regarding issuing of items.
Random Items(1) = gun:
Every gun of class "handgun" with types "pistol" or "MP" within coolness "1" to "3" in calibers 9x19, 9x18, .40S&W, .45ACP and 7.62x25. And 2 2-handed SMGs (cause they are coolness 2)
It's 1 item out of 46 choices here (see ID-list below)
Wisdom(1) = armour:
1x t-shirt, 2x arulco t-shirt, 2x leather jacket, 3x flak jacket, 2x kevlar jacket.
(read: 0-9 t-shirt, 10-29 arulco-shirt, 30-49 leather, 50-79 flak, 80-100 kevlar)
=> only the smartest bring reasonable armor while the dumbest just wear the "fuck you!" shirt.
Dexterity(1) = knife:
2x exacto, 2x steak, 2x light, 2x combat, 2x SOG Seal
Agility(1) = misc:
5x canteen, 2x leg protectors, 3x wire cutters
(this is mainly to reproduce some of the random items we had before)
=> the less agile ones may need to refresh stamina often, hence the canteen, the mid-agile IMP might fall on his knees now and then, while the most agile one can sneak forward and may open the fence
Strength(1) = combat pack:
4x blackhawk, 3x TT 3-day, 3x TIMS
=> Since the stronger ones may also carry the combination with TIMS backpack (if they find or got one), the TIMS goes to the strongest ones (even if the TT-3 is slightly better because of additional small pocket).
Health(1) = LBE vest:
2x hunter, 2x LBE-gear, 2x hongkong police, 2x blackhawk, 2x TT utility
(this is just to allow for different vests)
Leadership(1) = misc:
2x pack of gum, porn mag, gameboy, walkman, beer, cigars, kuban cigars, sun goggles, extended ears.
=> low LEAD mercs bring something to entertain themselves while traveling, whereas better leaders bring something that "belongs to" a good leader.
Marksmanship(1) = weapon holster:
4x holster, 3x holster rig, 3x MP-holster
=> Since everyone gets a handgun, they could use a holster for it ...
Explosives(1) = handgrenade:
2x nothing, 2x leg protectors, 2x mini, 2x mk2, 2x stun
=> thought, whoever picks low-med EXPL should earn something for it, but no explosives yet ..
Mechanical(1) = misc:
rubber, gum, rag, glue, tape, vodka, copper, 3x locksmith kit
=> things that may be related to cleaning, repairing and mcgyvering stuff in the field; only the best get the lockpicks.
Medical(1) = med things:
3x canteen, vodka, 4x FA kit, 2x regen booster.
Major Traits
Auto Weapons / Machinegunner(3/5):
foregrip, SAW pouch, MP5A4 (+retract. stock, +flash sup.)
(read: the items in brackets are additional things that go to the expert trait)
=> rule of thumb: weapon trait gets an according low level special weapon, additional LBE or some fitting gear, the expert some things more to pimp their gun or equipment without giving them an immediate edge (so e.g. no scopes here)
Heavy Weapons / Bombardier(3/4):
m79 launcher, grenade panel, steel helmet
expert: m203PI, 40mm HE, grenade panel, camo steel helmet
Marksman / Sniper (3/5):
M1 Carbine, bipod, hat.
expert: Winchester 94 Trapper, 10x Scope, bipod, hat, folding stock.
Hunter / Ranger (3/4):
Baikal MP-133, hat, wood camo kit
expert: Fabarm FP6, Duckbill, hat, wood camo kit.
Hand-to-Hand / Martial Arts (3/4):
Knuckle Dusters, Marbles, energy booster (+shuriken)
Deputy / Squadleader (3/4):
Extended Ear, Sun Goggles, red beret
expert: Extended Ear, Sun Goggles, Officer's Hat, medal
Technician / Engineer (3/5):
toolkit, utility knife, canteen+utility pouch (+spring, +batteries)
Paramedic / Doctor (3/5):
Canteen, FA-kit, med kit (+ regen booster, + FA rig)
Minor Traits
Night Ops(3):
NVG I, Break Lights, flash sup.
Stealthy(2):
Black Cap, Pistol Suppressor
Athletics(2):
Canteen, TIMS backpack
Bodybuilding(2):
Crowbar, TIMS Backpack
Demolitions(3):
mini, mk2, detonator
Teaching(2):
sun goggles, watch
Scouting(2):
Compact Binoculars, hat
Notes:
1. traits not mentioned need to attend to with 2nd thoughts to make them fit in.
2. nothing of this has been playtested yet. I'm not sure, if everything in any combination of skill and traits can be placed in inventory in game.
The ID list of guns:
Toggle Spoiler
1
Random Items
46
1
338
339
635
675
689
690
716
718
721
738
744
759
1064
1
2
3
8
330
336
397
622
623
631
644
645
658
678
695
717
719
720
722
724
738
798
799
800
889
890
891
1178
1179
636
670
4
67
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Sergeant Major
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Re: IMP Starting Items[message #308714]
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Mon, 06 August 2012 10:20
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leyon |
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Messages:93
Registered:February 2011 |
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3. In 4870 what does Hong Kong Vest do? I think it's used to keep 40mm grenades so might be more of a specialist LBE, other than that it looks fine.
8. Fair enough!
9. On first glance looks like there may be too many items - my standard IMP is a Sociable Sniper/Scout that cannot swim. Usually, using default settings, I can get 85 in all stats but leadership by setting explosives and mechanical to 0, leadership to 40, and leaving medical at 35. This would give me the following items:
1 random gun / MP,
1 kevlar Vest,
1 SOG Seal Knife,
1 Wire Cutter,
1 TIMS Pack,
1 TT Utility Vest,
1 Gameboy,
1 MP Holster,
1 Canteen,
Winchester 94 Trapper,
10x Scope,
Bipod,
Hat,
Folding Stock,
Compact Binoculars,
Another hat.
And I thought you wanted traits to get the specialist items, so why put locksmith kits back into mechanical? They would double up if they also took technician/engineer Also, why no gunslinger gear
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Corporal 1st Class
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Re: IMP Starting Items[message #308907]
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Fri, 10 August 2012 16:36
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Sam Hotte |
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Messages:1966
Registered:March 2009 Location: Middle of Germany |
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Here we go with a few changes/adaptions - pls comment/criticize/add to/feedback on everything:
1. changed most stat related items to nothing in the 1st column (values 0-9) to prevent player getting an item even tho he disabled the according skill by setting to zero.
2. removed alcohol from med skill selection to have a smaller over all probability for molotovs early on (molotov is a too powerful weapon in early game, IMHO).
3. restricted special weapon and aditional LBE-item to expert skills to avoid multi-traited IMPs getting too many guns and more than 2 leg rig LBE (Exception: HW and ranger single trait kept their launcher/shotgun).
[color:#FF0000]4. Trying to add the yet missing traits - input/feedback needed, pls![/color]
Sam's new traits 1.0 IMP item choicesDefault Items(0):
Random Items(1) = gun:
Every gun of class "handgun" with types "pistol" or "MP" within coolness "1" to "3" in calibers 9x19, 9x18, .40S&W, .45ACP and 7.62x25. And two 2-handed SMGs (cause they are coolness 2)
It's 1 item out of 46 choices here (see ID-list in previous post)
Wisdom(1) = armour:
1x t-shirt, 2x arulco t-shirt, 2x leather jacket, 3x flak jacket, 2x kevlar jacket.
(read: 0-9 t-shirt, 10-29 arulco-shirt, 30-49 leather, 50-79 flak, 80-100 kevlar)
*No changes here; even the dumbest IMP would wear a shirt for travel ...
Dexterity(1) = knife:
nothing, exacto, 2x steak, 2x light, 2x combat, 2x SOG Seal
Agility(1) = misc:
nothing, 4x canteen, 2x leg protectors, 3x wire cutters
Strength(1) = combat pack:
4x blackhawk, 3x TT 3-day, 3x TIMS
*No changes here; everybody needs a combatpack to store the items he gets in the creation process.
Health(1) = LBE vest:
2x hunter, 2x hongkong police, 2x LBE-gear, 2x blackhawk, 2x TT utility
*different sorting: swaped police with LBE here.
Leadership(1) = misc:
nothing, pack of gum, porn mag, gameboy, walkman, beer, cigars, kuban cigars, sun goggles, extended ears.
Marksmanship(1) = weapon holster:
nothing, 3x holster, 3x holster rig, 3x MP-holster
Explosives(1) = handgrenade:
2x nothing, 2x leg protectors, 2x mini, 2x mk2, 2x stun
Mechanical(1) = misc:
nothing, gum, rag, glue, tape, vodka, copper, 3x locksmith kit
Medical(1) = med things:
nothing, 3x canteen, 4x FA kit, 2x regen booster.
Major Traits
Auto Weapons / Machinegunner(2/5):
foregrip, flash sup. (+MP5A4, +SAW pouch, +retract. stock)
(read: the items in brackets are additional things that go to the expert trait)
Heavy Weapons / Bombardier(2/4):
m79 launcher, steel helmet
expert: m203PI, 40mm HE, grenade panel, camo steel helmet
Marksman / Sniper (2/5):
bipod, hat (+Winchester 94 Trapper, +10x Scope, +folding stock)
Hunter / Ranger (3/4):
Baikal MP-133, hat, wood camo kit
expert: Fabarm FP6, Duckbill, hat, wood camo kit.
Gunslinger (1/3):
Matchsight (+colt python, +revolver holster)
Hand-to-Hand / Martial Arts (3/4):
Knuckle Dusters, Marbles, energy booster (+shuriken)
Deputy / Squadleader (3/4):
Extended Ear, Sun Goggles, red beret
expert: Extended Ear, Sun Goggles, Officer's Hat, medal
Technician / Engineer (2/5):
toolkit, utility knife(+canteen+utility pouch, +spring, +batteries
Paramedic / Doctor (3/5):
Canteen, FA-kit, med kit (+ regen booster, + FA rig)
Minor Traits
Night Ops(3):
NVG I, Break Lights, flash sup.
Stealthy(2):
Black Cap, Pistol Suppressor
Athletics(2):
Canteen, TIMS backpack
Bodybuilding(2):
Crowbar, TIMS Backpack
Demolitions(3):
mini, mk2, detonator
Teaching(2):
sun goggles, watch
Scouting(2):
Compact Binoculars, hat
[color:#FF0000]Ambidextrous(1):
2nd Handgun. But which one? A certain specific one or a random one out of a small selection (which selection?) or out of the complete variety (like first gun)?[/color]
Melee(1):
Cutlass, knuckle dusters, retr. baton, crowbar, nightstick, shovel, pipe wrench.
throwing(2)
2x throw. knife
[color:#FF0000]Ambidextrous(1):
2nd Handgun. But which one?[/color]
a) A certain specific one (which and why)?
b1) or a random one out of a small selection (which selection?)
b2) or out of the complete variety (like first gun [except the two 2-handed ones])?
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Sergeant Major
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Re: IMP Starting Items[message #309299]
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Sun, 19 August 2012 16:26
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Sam Hotte |
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Messages:1966
Registered:March 2009 Location: Middle of Germany |
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BunsSam_Hotte
[color:#FF0000]Ambidextrous(1):
2nd Handgun. But which one?[/color]
a) A certain specific one (which and why)?
b1) or a random one out of a small selection (which selection?)
b2) or out of the complete variety (like first gun [except the two 2-handed ones])?
You could change the way the weapon is assigned to solve that:
each merc gets a 9mm pistol by random.
This is already done (However, there are more calibers in the random selection than just 9mm).
Quote: Advanced weapons are assigend by the traits additionally.
Already done.
Quote:and a second 9mm pistol for ambidex.
So you'd vote for plan b1) "random selection out of 9mm pistols"?
[Updated on: Sun, 19 August 2012 16:27] by Moderator Report message to a moderator
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Sergeant Major
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Re: IMP Starting Items[message #313721]
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Mon, 31 December 2012 03:33
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Vince7403 |
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Messages:145
Registered:February 2012 |
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I've been trying to cook up my own IMP starting gear set for the newest AIMNAS, but it seems to be bugged. Most of the items are being assigned as intended, except that the IMPs don't get any ammo along with their weapons, except for Rangers who wind up with as much buckshot as I intended. I suspect I'm misunderstanding the syntax for how items get given out, but there doesn't seem to be any pattern to which lines work and which don't.
Contrast this line, which appears to work as intended:
Ranger Choices:6 - Items:6 - 12ga Buckshot 6rds, Mossberg 500, Leg Rig (shotshells), 12ga Buckshot 6rds (three times)
With this, which does not:
Gunslinger Choices: 7 - Items:7 - .357 6rds, Leg Rig (Revolver), Colt Python, Match Trigger, .357 6rds (three times)
In the former case, an IMP with Ranger proficiency gets the shotgun and 5 packs of 6 rounds each for it, one more than I expected. Presumably they are getting four from the starting item list and one more from the game's internal logic. In the latter case, Gunslinger IMPs do not get any .357 ammo at all except what's in the weapon. The same thing happens across all other lines in the IMP items file: IMPs start with only the ammunition loaded in their weapon(s) even when ammo is on the list of items they should be receiving.
If I understand properly, a line with the same number of items as choices hands out one of each item on the list. Is that incorrect? If it is correct, has anyone else had a similar problem?
I'm using the JA2 1.13 XML editor version 0.100, which was helpfully packaged along with the newest AIMNAS.
Thank you for your time.
[Updated on: Mon, 31 December 2012 03:37] by Moderator Report message to a moderator
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Sergeant
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Re: IMP Starting Items[message #338880 is a reply to message #329275]
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Sat, 10 January 2015 08:39
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Silverflash |
Messages:2
Registered:January 2015 Location: Madras, India |
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Hi everybody
JA2 player from '98 here, installed the game again a few months ago. This time, however, I also downloaded and installed the latest build of the 1.13 mod to see what it was like, and I can't thank all the people who contributed to it enough. Thank you from the bottom of my heart - you've made one of the best games of all time even better.
The purpose of my post - now that I've played through a 1.13 campaign on Experienced, I'm thinking of starting a new campaign on Veteran, but with a lot more role playing. Specifically, I'd like to use the the ability to have several IMP mercs, but I want each to have a distinct flavor that will persist through the game.
The new skills and traits system is great for this, but I'd like to go one further and also customize the IMPs' starting gear, so that they have "signature items". For example, maybe create an ex-Indian army commando who starts with an INSAS, and sticks with it throughout the game, or maybe a Chinese martial artist whose only weapon apart from melee stuff from start to finish is a Type 85.
Problem is, I'm no coder, and have no idea where to begin trying to do this, or what precautions to take to ensure that I don't screw things up so badly that the game doesn't run.
Could someone please help with some instructions on how a total newbie to modding stuff can do something like this? To let you know the extent of my ignorance - I don't even know if I should first create my IMPs and then change stuff in the files, or do it the other way round. I searched this forum for "customizing IMP items" and this is the only thread that came up, so I'm asking for help here. I'm pretty new to the forum, so I apologize in advance if there is already a place where all this is explained that I've missed.
Again, deepest thanks to all involved in keeping JA not just alive and kicking, but at the very forefront of turn based tactical combat games even today.
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Civilian
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Re: IMP Starting Items[message #338905 is a reply to message #338887]
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Sun, 11 January 2015 12:46
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Silverflash |
Messages:2
Registered:January 2015 Location: Madras, India |
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Thanks so much for the heads up on Flugente's thread and video, silversurfer! I'll check it out and report back with results after I try implementing it in my game.
PS: About filling in item IDs into the xml file - where can I find out what item ID corresponds to which item?
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Civilian
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Re: IMP Starting Items[message #346279 is a reply to message #338918]
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Sun, 17 July 2016 01:37
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awatz |
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Messages:42
Registered:August 2002 Location: Philippines |
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Something weird happened after I edited the IMP Staring Gear. Every IMP created had 2 tool kits even if they have 0 mech skills
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Corporal
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