Re: Aliens: A JA2 Mod[message #324884]
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Sun, 08 September 2013 08:02
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Khandruas |
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Messages:46
Registered:March 2013 Location: Australia, Victoria |
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okay, so here's the line up i'm thinking of using.
Buzz - Vasquez (heavy weapons, auto weapons)
Razor - Drake (heavy Weapons, auto weapons)
Spider - Ripley (athletics - she's no solider)
MD - Hudson (Technician/Engineer, auto weapons)
Danny - Crowe (Scouting, Hunting/Ranger <- no idea what this skill does, but it sounds like it would go well with being a scout)
Bull - Wierzbowski (Demolitions, auto weapons)
Buns - Dietrich (paramedic/doctor)
Gus - Apone (squad leader/deputy)
Magic - Frost (auto weapons, demolitions)
Len - Gorman (squad leader/deputy, Gunslinger/gunfighter)
Scope - Ferro (Scouting, Hunting/ranger)
Grizzly - Hicks (squad leader/deputy, auto weapons)
Sidney - Bishop (Technician/Engineer)
Stephen - Spunkmeyer (paramedic/doctor)
still unsure what some of those skills even do or mean, but they kinda fit in a bit anyway. so i just need to balance their stats and equip their starting gear now.
also, i was thinking about putting in the robots to be like sentry guns, but i dont know if i can turn them into a carry-able item that can be placed. keeping them still having APs but just not being able to move. (so that a marine must pick it up and move it to use it.) if any one can give me an idea how to achieve this that would be fantastic
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Corporal
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Re: Aliens: A JA2 Mod[message #324978]
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Tue, 10 September 2013 16:58
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Khandruas |
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Messages:46
Registered:March 2013 Location: Australia, Victoria |
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bugger, i've tried as rocket launcher, but the actor pulls out of nowhere the LAW animation and fires a rocket, not very realistic, ive tried it as a Grenade launcher, probably has the best effect as the end result is what i want (its the in between part thats not the way i want it) or i can easily leave the flamer as it is, and you simply 'shoot' baddies with bolts of 'flame'. personally that just doesnt have the feel... was really hoping to make something like the flamers in Space Hulk, so that you can use them to fire around corners of 'wall' off an area for cover.
if any one stumbles upon the solution to this problem, i'd be very grateful.
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Re: Aliens: A JA2 Mod[message #325356]
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Wed, 18 September 2013 16:46
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Khandruas |
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Messages:46
Registered:March 2013 Location: Australia, Victoria |
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Well, epic fail on the Ripley Pulse Rifle/Flamer. Closest i can get is making the flamer like my first attempt at it, and that's making it a 'launcher' as it seems you can't have another 'gun' as an attachment. so making the flamer a 'launcher' it works like a under barrel GL. but with the effect of the flamer. I guess i could make her pulse rifle and flamer one handed weapons so that both can be equipped at the same time, though i don't know how that would go, the game will probably take them as being pistols thus using that animation and firing both weapons at once when ever shooting with them.
I've decided for the moment to level everyone's stats to the highest IMP allowed level (85 i think it is) for all stats except those that are skill orientated, such as medical etc. only certain marines will have high skill stats - Dietrich for example was the medic, so she'll have the highest but most will have low/no medical skill.
despite putting them in with the map editor, i've still got no Aliens in the A9 map. and soldiers are still entering the area, though i think they are coming from adjacent squares.
Still haven't found, nor being advised, as to how i can fix my pulse rifle burst sound effect. The burst sound files in the XML editor look like this - SOUNDS\WEAPONS\45\45 CALIBER ThM1A1 Burst %d.ogg - my take on that is that there are about 30 different ThM1A1 Burst sound effects and that the - %d.ogg - part tell the game to play X amount of those sound files, where X is the amount of rounds fired by the player inside the game. Now i'm thinking (but yet to try) if i have something similar, as in having a stack of different-ish sound files for the pulse rifle, could i use the same command for .WAV files? I.e. SOUNDS\WEAPONS\PULSE\PULSE Burst %d.wav - And would i need to have the amount of sound files for the pulse equivalent to the amount of maximum shots fired in a turn? say max full auto is 20 rounds, then i would need 20 different files? or would it loop those that i have?
And then there's the sentry gun idea, using the robots...
Please, someone, help me!!
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Re: Aliens: A JA2 Mod[message #325406]
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Thu, 19 September 2013 13:44
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Khandruas |
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Messages:46
Registered:March 2013 Location: Australia, Victoria |
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Wolf - i'm taking by 'cm sidearms' you mean Colonial Marine Sidearms. I've just used the Walther P38 that was already in JA2. The marines in the movie weren't using anything special when it came to the pistols. yes some of them had different types, Vasquez for example had like a M1911 or something, but it just makes more sense for them to be using a standardized equipment. Having said that, not all marines have the same secondary weapon. for example, Hicks does not have a pistol, but he has his shotgun. Drake has a smartgun and a flamer as you see him use both one after the other in the film. hope this answers your question.
Flugente - Hi again! I guess then it would make sense then to give Bishop control of the 'sentries' as robots and have them the same as the robots in JA2. However, how do you spawn that at the start with everyone else? Also, would you happen to know the coding of how to achieve this monster spawning thingy?
Thank you both for the input.
[Updated on: Thu, 19 September 2013 14:10] by Moderator Report message to a moderator
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Re: Aliens: A JA2 Mod[message #325464]
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Fri, 20 September 2013 13:39
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Flugente |
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Messages:3509
Registered:April 2009 Location: Germany |
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The link to the newest SCIs can be found in DepressivesBrot's signature. Installing it will overwrite any changes you've made.
I'd advise you to do a new install, then copy the SCI over it, and then my above stuff, and then copy over your stuff (which you are hopefully saving in a safe location:-) ).
My archive will overwrite the JA2_Options.ini. There is one new setting, zombie army, in there, which needs to be true in order for this (replace soldiers with creatures) to work. Ingame, you can safely set zombies off if you want, creatures will still work. You will obviously need to use the provided exe.
The alien animations are not included, but you probably have those from DOM already.
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