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Re: "1.13" Mod - Main Thread[message #10448]
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Tue, 23 August 2005 04:07
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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hi muggs
what about this:
weapons ATM can have single shot, burst and full auto
i`m for keeping in the single shot for every gun, but some guns burst only and others (LMG`s) full auto only
and some would have both features
would be great to trigger this in weapons.dat (enable/ disable full auto/ burst)
btw is it hard to trigger new Cursors? i can think of a scope-cursor for sniper rifles. i would designe one if it were possible to code a new cursor in
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Sergeant Major
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Re: "1.13" Mod - Main Thread[message #10450]
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Tue, 23 August 2005 04:37
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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well it`s not necessary to have a new cursor
i just wanted to hear if it is possible but nevermind if it isn`t/ too much work
okay. so if my weapon presently has a burst but no full auto, it is because bBaseAutofireeCost (or the other variable or both) is set to zero?
thx.
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Sergeant Major
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Re: "1.13" Mod - Main Thread[message #10452]
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Tue, 23 August 2005 05:07
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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okay great
so i can set burst to zero but enable the last variable so the gun can have no burst but full auto. i think i`ll do that with lmg`s
still need to think about assault rifles and smg`s wether allowing full auto or not
that`s very cool. i always wanted the possibility to make distinctions between the firearms. with full auto and new attachs thats gonna give a lot of potential
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Sergeant Major
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Re: "1.13" Mod - Main Thread[message #10457]
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Tue, 23 August 2005 12:46
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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the rain effect unfortunately makes the game very slow and reduces visibilty and accuracy (not sure about this though, it`s long time ago)
i`d love to have snow rather than rain but that`s a different story wiht tilesets and all
keep us updated with the further changes and ideas muggsy, sounds interesting
btw i dislike arbitrary limits/ skills necessities for certain tasks. This spoils the mercenary balance in favour of those few specialized mercs
(like most mods have too many locked doors. you can`t avoid hiring trevor or magic or so)
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Sergeant Major
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Re: "1.13" Mod - Main Thread[message #10458]
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Tue, 23 August 2005 12:52
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PoliceLT |
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Messages:31
Registered:August 2005 Location: Australia, Melbourne |
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I'm not sure why you'd need a merc with Medical skill over 80+ to use the doctor command, besides, what's the point in having an instructional manuel inside each of the medkits if you can't proceed with operations?
Mercs with teaching skill only? Sounds like you want the leadership stat off completely!
If you didn't notice, there is already a militia in Omerta, you might know it as the "Rebel Movement".
Gotta admit that a Hum-Vee sounds cool, but I think that it'd be extremely hard to take out in theory. Unless ofcourse, you make the hum-vee extremely slow, but that would be somewhat strange, wouldn't it?
Gun cleaning kits sounds unneeded. Most toolkits have WD-40, pipe cleaners and screw drivers.
Although I do like the rain and paradrop ideas.
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Private 1st Class
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Re: "1.13" Mod - Main Thread[message #10461]
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Wed, 24 August 2005 00:04
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flybyu |
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Messages:44
Registered:August 2005 Location: Indiana U.S.A |
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Well I have had no problems with the new release. Got the Proedit working per Khor instructions?
I have no problem dealing with the new AI and snipers. All one needs is good squad tactics.
A hint would be to
1. KIA the scout! GET DOWN!
2. If you have too many scouts or are unable to KIA the scout or scouts fall back fast regroup find good cover GET DOWN! and let them walk into an ambush.
Think real life not game. I have some real life training and experience so that helps me a lot.
Trying to teach my nephews about tactics and cover and this game is a pretty good tool.
I took Drassen in four days game time on insane.
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Corporal
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Re: "1.13" Mod - Main Thread[message #10472]
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Wed, 24 August 2005 16:40
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Madd_Mugsy |
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Messages:634
Registered:July 2005 Location: Canada |
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hoochie,
it's in the options menu: just deselect "show chance to hit on the cursor"
khor, scorpion, everybody:
Good news! Just externalized the items array and got it all working! It was the biggest and most complicated set of data to be externalized, and yet also the most important since it contains all the basic item info, like price, graphic #, weight, etc. I replaced the stupid binary flags for item attributes and replaced them with booleans. If that sounds like nothing to you, then you've probably never experience the "joy" of trying to OR different binary codes in decimal format. So instead of 123462176481, you'll see: 1,1. Plain, simple english
Here's a sample:
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341
MSG-90A1
2
341
3
0
0
67
64
0
3000
10
4
4
1
1
1
1
1
1
0
1
0
0
1
0
0
0
0
0
Item class is still an ugly binary number, but I can't change it as too many things depend on it in the code. However, you'll never need to OR different item classes together, so I can just make a simple index of all the possible types, and you shouldn't have any problems.
Cheers,
MM
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Re: "1.13" Mod - Main Thread[message #10479]
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Wed, 24 August 2005 23:19
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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great stuff again muggsy
0
are the possible attachemnts for each gun externalized too? that`d be quite important. you know, we`re used to be able to change quite many values in the weapon editor Khor had referred to earlier. so sorry if we are pushing forward too much
btw what is "unaerodynamic" ?
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Sergeant Major
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Re: "1.13" Mod - Main Thread[message #10482]
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Thu, 25 August 2005 00:55
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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lol is it really for that? that`s fun way to describe it.
btw Muggsy, can you update me about what can be done in terms of new cursors and ambient sounds?
there is another thing i`ve wondered about. There is an unused animation in M_MERC Folder of anims.slf. How hard would it be to actually use that animation? and to use additional/ alternative animations?
( i know, this has probably been discussed earlier)
because the bad ass big merc and the normal big merc share some animations for certain actions, while they use different animations for other actions
because apparently, they share the m_r_run.sti animation while they don`t share the m_walk and m_walk2.sti animations.
it would be cool to split the run anim up as well, having two different animations there
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Sergeant Major
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Re: "1.13" Mod - Main Thread[message #10483]
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Thu, 25 August 2005 02:35
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Madd_Mugsy |
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Messages:634
Registered:July 2005 Location: Canada |
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scorpion,
Don't know about those animations. Honestly, I haven't had a chance to go through all that code yet. While I briefly looked at changing cursors and ambient sounds, and now think it's probably doable, I haven't had time to experiment with them... I've been busy externalizing and eliminating binary flags I only have about 1-2 hours a day to work on this mod due to work and commuting and keeping my wife from complaining too loudly
As for attachments, yes, the list of compatible attachments and guns will be externalized (I think I'll probably do it next). This will mean no more 182 or whatever limitation on attachments. I also plan on moving a lot of the hard coded constants out into xml files. So things like APs to reload, distance to messy death, attachment functionality, etc. will go into the xml. This will mean that you could have, say, three different barrel extenders, each with different range bonuses (or a barrel extender that gives a range bonus and a bonus to hit).
Right now all the attachment functions and compatibilities are hard-coded, and so are the rocket launchers (LAW, RPG). I'm going to try to move as much of the item-specific code out to the XML files as possible, and hopefully, we'll be able to customize at least 80-90% of it (shooting for 100%).
EVERYONE: Please try and think of all the possible functions an attachment can have. While I can make it so that the functions can be moved around and mixed between attachments, the functions themselves still need to be hard coded in. So far there are:
- To-hit bonuses
- Aiming to-hit bonuses
- Range bonuses
- AP reductions
- muzzle flash suppression
- grenade launcher
- silent shots
- (and I probably missed one or two)
I'm also going to try moving all the text from the BRAYDESC.edt and ITEMDESC.edt files into the Items xml. If the item text doesn't need to be loaded from binary files, which aren't easily changeable and resizable, then I think we can break the item limit of 350, and push it out to something more reasonable, like 500-1000, or more. This would allow for a sh*tload of new ammo, attachments, guns, armor, explosives, whatever, you name it.
Keep in mind, however, that this part is just theoretical so far. I haven't yet broken the MAXITEMS barrier. But I'll be sure to post here and make lots of noise if/when I do.
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