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Wish List[message #101081] Mon, 12 April 2004 18:19 Go to next message
xcorps is currently offline xcorps

 
Messages:11
Registered:April 2004
I hope this is the appropriate forum for this post.
I'd love to see a few things added/changed in a public patch:

1)Pegasus' idea about equipment templates is great.

2)Add a button to the merc inventory (by the garbage can etc) that will put you into "move inventory mode" so that single clicking will move items back and forth from merc to sector. Along the same lines a Drop All button would be grand.

3)Add the LOS/cover hot key functions from UB.

4)Add a hot key function that will show hit chance when cursor over enemy.

5)Show the time remaining over the merc portrait (instead of those #'s) for merc actions (training, healing, repair, etc)

6)Add a "terrain gradient" non-town sectors, where each (tactical) square has a +/- height variance from flat terrain. Merc LoS/LoF affected accordingly. (is this even possible with the JA2 engine?)

7)Change the detection calculations to decrease chances of spotting opponents that are not in the forward field of view. At present, the only penalty for looking in the wrong direction is the AP cost for turning. (I assume)

7)Add some rules for fire suppression. A large volume of fire on a target should affect hit chance, spotting ability, and morale.
A large volume of fire at an area should reduce the enemy desire to move into/remain in that area. (the first time I played I sure was surprised to see AI move into an alley I had been firing two m249's into.)

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Private
Re: Wish List[message #101082] Mon, 12 April 2004 22:13 Go to previous messageGo to next message
Kurt is currently offline Kurt

 
Messages:420
Registered:March 2004
2: You can already do this by drag & drop. What's exactly the change you're suggesting?

3: Yes, definitely.

4: IMHO optional. Some wouldn't like it (I wouldn't for instance).

5: Very good idea. It would let you know if something will take too much time, and is better left for another moment.

6: Impossible AFAIK, since JA2 isn't 3D. There are only 2 (flat) levels in JA.

7: True. In JA, people have 360

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Master Sergeant
Re: Wish List[message #101083] Mon, 12 April 2004 22:44 Go to previous messageGo to next message
xcorps is currently offline xcorps

 
Messages:11
Registered:April 2004
2)A drop all button and single clicking to move inventory would eliminate drag and drop to a degree. I get cramps in my hands (literally) from all the dragging and dropping required.

4) That was why I suggested a hot key. completely optional.

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Private
Re: Wish List[message #101084] Tue, 13 April 2004 11:04 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
If tarain gradients could be treated as obstacles this is perhaps doable. I agree that it's quite a complicated thing to implement in this way so I'm hoping someone else has a better solution.
I think allthese other ideas have a lot of merit. A few would really be improvements, namely the 360 degree view thing (I've always wanted changed) and making the AI more 'human'. Well done.

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Sergeant Major
Re: Wish List[message #101085] Tue, 13 April 2004 22:29 Go to previous messageGo to next message
Kurt is currently offline Kurt

 
Messages:420
Registered:March 2004
xcorps,
I'd change my mouse if I were you... Very Happy Serious.

There is something which could already be done to create climbable rock formations. Just create houses with an irregular "rocky" look, and (of course) without any openings. Mercs would be able to climb them and get a better view.
That is easy to make, needs only to re-skin some wall and roof textures (I don't know how difficult *that* is, mind).

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Master Sergeant
Re: Wish List[message #101086] Wed, 14 April 2004 01:02 Go to previous messageGo to next message
xcorps is currently offline xcorps

 
Messages:11
Registered:April 2004
Kurt, having terrain gradients in a 2d game isn't impossible. A height value is assigned to each square, with 0 being "plains", and negative numbers being depressions, positive numbers being hills. Other games do this, quite successfully, to give the impression of 3d terrain. The problem lies in the visual interpertation, as the flat looking terrain squares will not tell you what's what. You would need either a new tileset with artwork to reflect terrain height, or some sort of overlay.
I think it would add to the game, but I don't know if it's worth the time and effort it would take to implement something that has polish and playability.

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Private
Re: Wish List[message #101087] Wed, 14 April 2004 01:13 Go to previous messageGo to next message
Kurt is currently offline Kurt

 
Messages:420
Registered:March 2004
Yes, I know, for instance Fallout Tactics does this. But in JA there are, AFAIK, only 2 possible levels: Ground level, and "roof" level.

Now of course they could change that, but it would mean to rewrite a big part of the game engine from scratch. I don't know; Let's see what they'll decide. Right now they still seem to be exploring the source code.

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Master Sergeant
Re: Wish List[message #101088] Wed, 14 April 2004 12:59 Go to previous messageGo to next message
xcorps is currently offline xcorps

 
Messages:11
Registered:April 2004
Is fallout tactics worth playing? All the mag reviews I read on it say it Suxor'd.

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Private
Re: Wish List[message #101089] Wed, 14 April 2004 23:44 Go to previous messageGo to next message
Kurt is currently offline Kurt

 
Messages:420
Registered:March 2004
Yes and no. It's a good game, but it's not Fallout. If you want a true Fallout sequel, you'll be very disappointed; If you just want a tactical RPG (in a Fallout setting), it's a good game. Bug-ridden, but nice. The plot holds in two sentences, the game is divided in missions (you have to finish if you want to get the next one), but the missions are interesting.
If you buy it, get yourself the patch, it includes the editor (complete), which is quite powerful, but scarcely documented (of course).

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Master Sergeant
Re: Wish List[message #101090] Wed, 14 April 2004 23:59 Go to previous messageGo to next message
Tyco is currently offline Tyco

 
Messages:188
Registered:September 2001
Location: Be'er Sheva, Israel
Speaking of editors and hopeful wishing, can the JA2UB Editor be modified with this source code, or does it use a completely different one?

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Staff Sergeant
Re: Wish List[message #101091] Thu, 15 April 2004 00:08 Go to previous messageGo to next message
Kurt is currently offline Kurt

 
Messages:420
Registered:March 2004
AFAIK the source code contains the code of the so-called "beta-editor", the complete JA2 editor. So hopefully they'll release an editor with their new game engine.
There was a thread/post somewhere in this forum about that.

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Master Sergeant
Re: Wish List[message #101092] Thu, 15 April 2004 22:30 Go to previous messageGo to next message
Tyco is currently offline Tyco

 
Messages:188
Registered:September 2001
Location: Be'er Sheva, Israel
I was only asking cause i'de like to see the UB editor braught into one level with the DG editor, if not better. The DG editor was much more powerful simply by letting you set sector-based objectives and lock doors and crates, and consiquently booby-trap them. Its also a lot more stable then the UB editor.

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Staff Sergeant
Re: Wish List[message #101093] Fri, 16 April 2004 12:04 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
What is the DG editor? The beta editor perhaps?

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Sergeant Major
Re: Wish List[message #101094] Fri, 16 April 2004 16:22 Go to previous messageGo to next message
XXXSHADOW is currently offline XXXSHADOW

 
Messages:39
Registered:November 2002
Location: Hell
the Addon to jagged alliance 1

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Private 1st Class
Re: Wish List[message #101095] Fri, 16 April 2004 20:35 Go to previous messageGo to next message
Kurt is currently offline Kurt

 
Messages:420
Registered:March 2004
Yes, the JA1 editor was very nice, powerfull, and very easy to work with. Anyone could make a level from scratch in less than an hour.
I had hoped the JA2 editor would be about the same, but for JA2; I had been very disapointed to discover it was so severely crippled (why? Who was the #*@&head who decided people shouldn't be able to create any storylines)... Sad

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Master Sergeant
Re: Wish List[message #101096] Sat, 17 April 2004 04:47 Go to previous messageGo to next message
Tyco is currently offline Tyco

 
Messages:188
Registered:September 2001
Location: Be'er Sheva, Israel
Or locks doors, or place civilians, or place tanks, or set sector objectives, or keep from crashing!

Most of these issues have been addressed by the good members of this community, but its still seem as if the release of this editor was done on a whim.

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Staff Sergeant
Re: Wish List[message #101097] Sat, 17 April 2004 10:46 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
My take on why the UB editor etc. was so choppy is that the game itself is somewhat glitchy and that affected the editing potential. Could be mistaken.

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Sergeant Major
Re: Wish List[message #101098] Sun, 18 April 2004 00:31 Go to previous messageGo to next message
Kurt is currently offline Kurt

 
Messages:420
Registered:March 2004
I'd rather say some hasty dev just quickly sliced the "forbidden" parts out of it, before it was added to the game's CD, leaving a heavily wounded & crippled piece of software.

BTW, speaking of editors - (nudge, nudge) wasn't the UC editor supposed to be released one day?

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Master Sergeant
Re: Wish List[message #101099] Mon, 19 April 2004 23:16 Go to previous messageGo to next message
tuccy is currently offline tuccy

 
Messages:19
Registered:June 2003
Location: Czech Republic
If I may add few "wishes"...

1) Better simualtion of wounds, I mean, if you'll shoot an enemy into chst with 7.62x51 HP and he somehow survives it (given he has no armour), I don't think he would be able to shoot at you anymore.
2) If possible, POWs?

I know the above two aren't likely:)So more realistic:
3) Colimator sights.
4) some "automatic" weapon add-ons, ie. bipod with LMGs, colimators with G36...
5) Torches, large hand-carried or attached to weapons.
6) Binoculars
7) RPG-7/Carl Gustaf!
Cool If possible, crewed weapons (MMGs/HMGs on tripod, Mortars) - something that would require to be carried into pieces, otherwise stationary.
9) Possible indirect fire call-in - say specific sector would be treated as SAM-site in JA2, it would employ a mortar/howitzer. Everyone friendly in xx sectros around with a Rafio would be able to call in few shells with some delay, of course. Perhaps could be implemented... There was some function in JA2 Cheat mode which let the grenade explode under cursor (alt+k or ctrl+k IIRC), this can be possibly somehow used...
10) Vehicles on tactical screen:)
11) Incendiary+illuminating grenades, fire (if possible)
12) I'm not sure whether it isn't already in UC, but varying battledresses (i don't think mercenary - or soldier - would go into battle in some red shirt Smile )

So... Perhaps all... For now :diabolical:

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Private
Re: Wish List[message #101100] Mon, 19 April 2004 23:48 Go to previous messageGo to next message
Freelancer is currently offline Freelancer

 
Messages:9
Registered:January 2004
Location: Hong Kong
Don't know if this wish is mentioned before ... maybe the income from each mine can change during the course of game, maybe finding a new gold vein, a mine accident, etc.

That may make money management more challenging.

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Private
Re: Wish List[message #101101] Tue, 20 April 2004 02:42 Go to previous messageGo to next message
tuccy is currently offline tuccy

 
Messages:19
Registered:June 2003
Location: Czech Republic
Quote:
Originally posted by Freelancer:
Don't know if this wish is mentioned before ... maybe the income from each mine can change during the course of game, maybe finding a new gold vein, a mine accident, etc.

That may make money management more challenging.
Good idea! In JA2, the only thing that happened was 1-2mines running out of ore, such more subtle fluctuating would be great!
(And also enemy guards in mines overlooking the workers...)

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Private
Re: Wish List[message #101102] Tue, 20 April 2004 10:11 Go to previous messageGo to next message
SharkD is currently offline SharkD

 
Messages:351
Registered:July 2003
All great ideas. The visible to-hit percentages should maybe be enabled/disabled in the options menu.

Here's an item on my wishlist:
1) Hotkey for selecting all members of a squad.

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Master Sergeant
Re: Wish List[message #101103] Tue, 20 April 2004 22:11 Go to previous messageGo to next message
Kurt is currently offline Kurt

 
Messages:420
Registered:March 2004
Tuccy,
I've suggested POWs too, it would make the game more difficult, because it blocks some of your troops.

I agree about wounds. I've often seen in JA enemies survive being hit by some 12.7 (.50) ammo, and continue shooting at me! At least the enemy would have an arm or leg torn off, and more urgent things to do than shooting, if he's still conscious.

Points 4, 6 and 7 (RPGs, "standard" add-ons, binoculars) are already implemented in UC. IMHO those are things to keep in JA:Future. Just modulate the amount of RPG rockets you might carry. Right now there is no logistic difference between LAWs and RPGs. I have no idea how much one rocket might weigh, but I've seen photos of people in Afghanistan carry them by bunches.

The colors of the enemies' uniforms are indeed pre-WWI Very Happy , but initially they were more a Friend-or-Foe identification than actual dresses.
After all, things you wear doesn't show in the tactical screen (except camo paint). The best would be to be able to see what a person's wearing, but since it would mean a lot of graphics work (dolls & animations for all possible combinations between clothes and gear on all possbile body configurations (big male, small male, big female, small female, thin, fat, etc)), I doubt that would be possible.

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Master Sergeant
Re: Wish List[message #101104] Tue, 20 April 2004 22:46 Go to previous messageGo to next message
Kurt is currently offline Kurt

 
Messages:420
Registered:March 2004
Quote:
Originally posted by Freelancer:
That may make money management more challenging.
Actually money is a false problem. Please read my topic here .

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Master Sergeant
Re: Wish List[message #101105] Wed, 21 April 2004 10:15 Go to previous messageGo to next message
Cribbie is currently offline Cribbie

 
Messages:175
Registered:March 2004
Location: Grand Rapids, Michigan
How about being able to equip the militia in a particular sector? Like, now, in my JA2UC game, I've got maybe three dozen or more AK-47's and tons of 7.62WP ammo. If you were able to move all of these to a "hot", contested sector, dump them on the ground, go to the sector inventory screen and "assign" these weapons, and any other items to the militia. The items would then disapear, 'cause the've been parceled out, the best items going to the dark blue guys and so on.

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Staff Sergeant
Re: Wish List[message #101106] Wed, 21 April 2004 11:25 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
I like that idea Cribbie. I would also like to see the type of weapons you sell at Tony's affecting which ones appear in the bad guys hands. Think about it, Tony's is a neutral market so presumably the enemy would shop there too.
This; I think, would provide a sort of logistics consideration in that even though top of the line guns yield more money you wouldn't want to sell them off for fear they'd be used against you. I think it would also add realism because in such a small country the balance of power would be affected by most every transaction.

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Sergeant Major
Re: Wish List[message #101107] Wed, 21 April 2004 19:17 Go to previous messageGo to next message
tuccy is currently offline tuccy

 
Messages:19
Registered:June 2003
Location: Czech Republic
Quote:
Originally posted by Kurt:
Tuccy,
I've suggested POWs too, it would make the game more difficult, because it blocks some of your troops.
Exatly.

Quote:

Points 4, 6 and 7 (RPGs, "standard" add-ons, binoculars) are already implemented in UC. IMHO those are things to keep in JA:Future. Just modulate the amount of RPG rockets you might carry. Right now there is no logistic difference between LAWs and RPGs. I have no idea how much one rocket might weigh, but I've seen photos of people in Afghanistan carry them by bunches.
I don't have UC already, too small HD Sad
Quote:


The colors of the enemies' uniforms are indeed pre-WWI Very Happy , but initially they were more a Friend-or-Foe identification than actual dresses.
After all, things you wear doesn't show in the tactical screen (except camo paint). The best would be to be able to see what a person's wearing, but since it would mean a lot of graphics work (dolls & animations for all possible combinations between clothes and gear on all possbile body configurations (big male, small male, big female, small female, thin, fat, etc)), I doubt that would be possible.
It would be enough to replace say redshirt with a kaki bttledress, and blackshirt with the "camo" battledress, just for the feeling of it.
It always irritated me to see a mers on stealth in bright yellow shirt Very Happy

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Private
Re: Wish List[message #101108] Wed, 21 April 2004 21:10 Go to previous messageGo to next message
Kurt is currently offline Kurt

 
Messages:420
Registered:March 2004
Quote:
Originally posted by Tuccy:
I don't have UC already, too small HD Sad
Oh no. Buy yourself a HD, they're cheap nowadays. You're missing a great game: UC is a must for every JA fan!


Cribbie,
That's a dangerous option. If your militia doesn't come with it's own weapons and ammo, chances are that most of the time most of your militia will be unarmed, because you just don't have enough spare weapons/ammo in that sector.
Lets imagine there are about ten sectors which can hold militia, that makes 10x20=200 militia grunts. How often do you have 200 serious weapons (and the corresponding ammunition) to spare?
Of course that could be the goal of some missions, like conquering an army depot (before the enemies can blow it up) to get weapons for your militia. But that means JA *has* to have vehicles with (large) inventories, like trucks. Transporting with your own mercs 200 AK-47s and half a thousand ammo clips across the country is a extremely long & boring task.

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Master Sergeant
Re: Wish List[message #101109] Thu, 22 April 2004 00:40 Go to previous messageGo to next message
defrog is currently offline defrog

 
Messages:235
Registered:March 2004
Location: Austria
could always have transfer item to another sector feature, with small fee of course. but I don't know if thats more fun...

a global armory would allow too much abuse...

its a tough one...

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Sergeant 1st Class
Re: Wish List[message #101110] Thu, 22 April 2004 01:31 Go to previous messageGo to next message
SharkD is currently offline SharkD

 
Messages:351
Registered:July 2003
Quote:
Originally posted by Cribbie:
How about being able to equip the militia in a particular sector? Like, now, in my JA2UC game, I've got maybe three dozen or more AK-47's and tons of 7.62WP ammo. If you were able to move all of these to a "hot", contested sector, dump them on the ground, go to the sector inventory screen and "assign" these weapons, and any other items to the militia. The items would then disapear, 'cause the've been parceled out, the best items going to the dark blue guys and so on.
Just change the militia's AI so that they're always patrolling, instead of just standing around, and pick up better weapons along the way, even if they're in non-combat mode.

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Master Sergeant
Re: Wish List[message #101111] Thu, 22 April 2004 01:46 Go to previous messageGo to next message
Tyco is currently offline Tyco

 
Messages:188
Registered:September 2001
Location: Be'er Sheva, Israel
They already pick up a better weapon from the ground during combat. If they start picking stuff around all the time you'll find it very hard to stash items. You'll have to find a container and walk all the way to it to store them.

An option to arm militia yourself is indeed missing. If an individual inventory screen for each militia is too much, then a simple 'pass' option from the tactical screen will do just fine.

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Staff Sergeant
Re: Wish List[message #101112] Thu, 22 April 2004 03:21 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
Messages:1817
Registered:August 2003
Location: Pleasantville, NJ
Yes. Cribbie was talking about replacing militia's weapons with better ones not having to arm them from scratch. I think this is a good idea (would be great to armour them as well) as you would be able to give dark blue shirt militia the means to better protect themselves.
It's kind of aggrevating to see a top of the line militia runnuing around with a pistol.

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Sergeant Major
Re: Wish List[message #101113] Thu, 22 April 2004 04:02 Go to previous messageGo to next message
CoffeeJunkie is currently offline CoffeeJunkie

 
Messages:12
Registered:April 2004
Location: Suomi Finland PRKL
Enemies attacking a sector should use more explosive heavy weapons (mortars, laws) early in the battle. This way a regularly defended sector would be demolished over time after number of attacks. I'm talking about 3-4 enemy mortars pounding the sector randomly right before moving in for a kill!

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Private
Re: Wish List[message #101114] Thu, 22 April 2004 04:44 Go to previous messageGo to next message
CoffeeJunkie is currently offline CoffeeJunkie

 
Messages:12
Registered:April 2004
Location: Suomi Finland PRKL
Also...

Wouldn't it be a beaut to be able to take the militia on offensive missions. Goddamn how I hate to see 20 enemies in the adjacent sector not to attack sector I've been preparing for the attack last 45 minutes planting mines, making tactical demolition works, etc...

The ability to make pre-emptive strikes on adjacent sectors with militia would rule, big time!

Or at least the ability to see in which direction enemy troops are moving... so I wouldn't spend hours shaping the sectors for nothing...

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Private
Re: Wish List[message #101115] Thu, 22 April 2004 06:54 Go to previous messageGo to next message
Kurt is currently offline Kurt

 
Messages:420
Registered:March 2004
Quote:
Originally posted by CoffeeJunkie:
planting mines, making tactical demolition works, etc...
That would be cool. Of course only if you could make your militia *not* rush into the minefields, *not* stand before the improvised machinegun nest, and so on.
And it would be still better if the enemies would arrive randomly at the border of the map, and not at some determined places. Right now you know exactly where they will appear, so you just have to wait for them there.

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Master Sergeant
Re: Wish List[message #101116] Thu, 22 April 2004 07:25 Go to previous messageGo to next message
Bad Puma is currently offline Bad Puma

 
Messages:7
Registered:August 2003
1. I request camo clothing the only good for the camoflage is and when one wear camo shirt and camo trousers should be camoflaged one to 70% permanently. In addition one should be able to attach onto the shirt an arbitrary waistcoat.
2. Beautiful would be too when the Round Modus could be removed. I mean Realtime fights.
3. more slots for further merc or animal anims
4. more slots for further weapons (about 60)
5. making buildings multistorey
6. more colors for the mercs
7. an another color for the foes
8. more mercs (slots)
9. an second campain. I mean if you win the first you had to make the next (new map overview) to come home.
10. an quest editor
11. how to: make new traders, barkeeper a.s.o.
12. how to: make a new website who you can whole teams recruit (like merc) or another site like AIM
13. the enemys had to reload to and they can go also the ammo out. And musst go to fetch new ones.
14. more combination slots for the items

That are many wishes but it will be a good mod.

greetz

Puma

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Private
Re: Wish List[message #101117] Thu, 22 April 2004 19:13 Go to previous messageGo to next message
tuccy is currently offline tuccy

 
Messages:19
Registered:June 2003
Location: Czech Republic
Quote:
Originally posted by Bad Puma:

2. Beautiful would be too when the Round Modus could be removed. I mean Realtime fights.
I prefer the round mode definitely. Perhaps I'm inept, but it seems to me to be impossible to coordinate two groups each on different edge of the map in the realtime mode, esp. if I consider fighting with both of them.

Quote:

13. the enemys had to reload to and they can go also the ammo out. And musst go to fetch new ones.
They already reload in JA2 AFAIC. Atleast you can hear occassionally the sound of inserting new clip.
And IIRC I've already seen few times the enemy out of ammo.

But the most funny was when I once was able to see a fight between enemy and bloodcats. All I had to do was to finish off one critical enemy and one wounded cat :diabolical:

EDIT: Oh, and when talking about Bloodcats, what about making there guard dogs?

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Private
Re: Wish List[message #101118] Thu, 22 April 2004 20:39 Go to previous messageGo to next message
Kurt is currently offline Kurt

 
Messages:420
Registered:March 2004
Quote:
Originally posted by Bad Puma:
2. Beautiful would be too when the Round Modus could be removed. I mean Realtime fights.
No, not that! :scary:
Please don't make JA a game for octopus on speed.
You can *not* manage 12-18 different characters in RT, you can just hope their AI will make them avoid the most obvious errors.
JA realtime would mean no tactics anymore (surrounding, flanking, sneaking, ambushing): Just click on the enemy & pray the AI won't make any serious error while blindly rushing those enemy defenses.

The only positive thing about RT is that it makes multiplayer sessions shorter. But it's no coincidence that all the strategic/tactic wargames still use turn-based gameplays. You can't manage a whole army in RT, that's why in real life there are tons of officers and not just a general.

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Master Sergeant
Re: Wish List[message #101119] Thu, 22 April 2004 23:48 Go to previous messageGo to next message
Bad Puma is currently offline Bad Puma

 
Messages:7
Registered:August 2003
OK I convinced Real Time is impossible.

@ Tuccy but I want to know how I fix this reload problem. I had never seen that an enemy were out of ammo!

greetz

Puma

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Private
Re: Wish List[message #101120] Fri, 23 April 2004 00:07 Go to previous messageGo to previous message
Tyco is currently offline Tyco

 
Messages:188
Registered:September 2001
Location: Be'er Sheva, Israel
They never run out of ammo. Read the UB editor manual, it says so right there. Thats just stupid! I mean, do you need any more evidance that the AI is cheating?

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Staff Sergeant
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