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Re: 1.13 Item Stats & Requests Thread[message #11089]
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Wed, 21 September 2005 17:29
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Starlord |
Messages:3
Registered:November 2002 Location: Pullman, WA |
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Oof.... havn't dusted off that login in a LONG LONG TIME!
MM, you've done an AWESOME job so far. Saw the "1.13" patch only yesterday, DL'ed it, and am already deep into another trip through Alrulco. I quite enjoy the changes so far, having many of these guns available earlier is slightly more realistic, IMO, and your apparent AI changes have made a big step towards balancing the game. JA is not dead, just sleeping. However, if I could presume to make a request, if you would add to that list of future weapons, the "Greatest Battle implement ever devised"?
I'm talking about the M1 Garand.
M1 Garand Rifle
.30-06"
Clip-Fed 8 rounds
I'm not sure about the stats, however. If you want more info, look Here .
If you choose to add this rifle to your mod, thank you. If you don't, thanks anyway, you've done the JA2 community a huge service.
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Civilian
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Re: 1.13 Item Stats & Requests Thread[message #11094]
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Thu, 22 September 2005 05:21
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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hy muggsy
i guess some of the weapons in your list still come from an old upload from me
the names might be confusing:
sig p210 is there in two different versions.
they`re the same gun, different looks
the SVT`s name is only SVT. (svt40 full points to original picture name and degree of brightness reduction)
wfpzf1 is a "Panzerfaust 2"
wa2000 is simply WA 2000. the rest of the name was just for me to know on which picture it was based
i hope, i haven`t caused more confusion
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Sergeant Major
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Re: 1.13 Item Stats & Requests Thread[message #11103]
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Wed, 28 September 2005 09:00
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Madd_Mugsy |
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Messages:634
Registered:July 2005 Location: Canada |
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I am externalizing the Ammo Types for the next release. You'll be able to change all of the penetration modifiers (like before and after armour penetration, etc.), as well as the general attributes of the ammunition, like HP, AP, HE, the size of the HE explosion, and how many bullets are fired in buckshot, etc. And of course, you'll be able to add as many new types as you like.
Update!
Here's my documentation for the xml file:
Attribute Field Reference:
uiIndex - index of item in array, just increment this for each new entry
fontColour - (0-255) font colour of ammo on interface
grayed - controls colour / frame of ammo box in detail screen (interface\infobox.sti) ?
offNormal - controls colour / frame of ammo box in detail screen (interface\infobox.sti) ?
onNormal - controls colour / frame of ammo box in detail screen (interface\infobox.sti) ?
structureImpactReductionMultiplier + Divisor - reduction of damage from bullet contact with structure (lower total = better penetration)
armourImpactReductionMultiplier + Divisor - reduction of damage from bullet impact with armour (lower total = better penetration)
beforeArmourDamageMultiplier + Divisor - extra damage caused before penetrating armour
afterArmourDamageMultiplier + Divisor - extra damage caused after penetrating armour
zeroMinimumDamage - (0/1) minimum possible damage caused is zero
canGoThrough - (0/1) bullet is able to penetrate multiple soft targets
standardIssue - (0/1) ammo is standard issue for enemy (greater chance of appearing) - used for AP ammo in rifles, etc.
numberOfBullets - (1-9) number of bullets fired in a single shot - normally used with buckshot, limited to 1 - 9 for now
multipleBulletDamageMultiplier + Divisor - modifier for each bullet fired by a single shot (for example, default buckshot is 1/4 with 9 bullets)
highExplosive - (0/1) high explosive ammunition
explosionSize - (0-3) 0=none, 1=small, 2=medium, 3=large - size of explosion for high explosive ammo
antiTank - (0/1) actually does some damage against tanks
dart - (0/1) tranquilizer dart effect
knife - (0/1) knife ammo
monsterSpit - (0/1) monster spit - causes blindness, creates a gas effect, etc.
acidic - (0/1) causes serious armour degradation, like monster spit
ignoreArmour - (0/1) ignore vests and leggings, like knives and monster spit
lockBustingPower - if greater than zero, this ammo type will always hit locks, and can break locks with a SmashDifficulty (see BinaryData\Locks.bin) less than the lockBustingPower. This stat is also added to the damage done to the lock.
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Re: 1.13 Item Stats & Requests Thread[message #11113]
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Thu, 29 September 2005 04:30
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Madd_Mugsy |
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Messages:634
Registered:July 2005 Location: Canada |
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Knock-knock ability added. Check back on page 2 of this thread - I updated the attribute field reference for AmmoTypes.xml. The new stat is called "lockBustingPower".
Quote:
Is the Ghillie suit an attachment to armour or can it only be worn instead of regular body armour?
The code will work with either. The pics I've got are only good for body armour replacement however.
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Well....I donno if it's possible but I'd like to see some more hand to hand combat weapons like swords, daggers, clubs, etc.
Of course new Animations would be necessary, but maybe you could exclude the paths for the animations so a temporary Animation could be used and replaced later on....
Already on the "eventually" list. New melee weapons would require new animations, but there are many players who are interested in having them in there. I can't remember if Khor is still thinking about doing these... I know he's going to do some bayonette anims.
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Swords...eh...no.
Sorry, you've been out-voted Of course, swords wouldn't make it into the basic game, but would be nice to have for some mods and TCs.
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One thing that I do want to see is a classical "rambo" knife. You know, combat knife AND capability of cutting through wires. IMO that'd fit this game better than a seperate plain knife and plain wirecutters. Maybe have a certain strength requirement in order to cut wires with the "rambo" knife though to even things up a bit.
You can do this now Just set the WireCutters tag for the combat knife in items.xml to 1, and bingo! Wire-cutting rambo-knife!
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Re: 1.13 Item Stats & Requests Thread[message #11115]
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Thu, 29 September 2005 11:17
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Madd_Mugsy |
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Messages:634
Registered:July 2005 Location: Canada |
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Quote:
Btw, have anyone ever considered making a medieval mod or roleplaying kind of mod for this?
One of Kaiden's goals is to make this engine more like NWN
I've just completed rewriting the xml files for the Original Item Set. This set includes none of the changes made in the 1.13 mod. Just the plain old, original JA2 weapons and items. This set of XML files will not only be a good starting point for those who want to mod on their own, but will also be a selectable option when starting a new game, for those that want to use the standard items and weapons.
Since I have written the code to use two completely different sets of xml files, it shouldn't be too much work to accomodate even more sets. I'd just need some kind of interface to choose which should be used.
One thing to note: All the xml files use the same standard set of graphic and sound files.
Right now, the xml files are re-loaded whenever you start a new game or load a save game.
I think ideally, I'd put a constant in the ini file to point to the right directory. (Once I have Kaiden's code)
Actually, now that I'm thinking about it... I like that idea much better than the way I'm doing it now. I'll change the code around to make it work once I get the ini file code.
I've moved the Drop All option to the preferences screen, and replaced the Drop All section of the new game options screen with a choice between the two xml sets. So, if I dump that idea and put it into the ini file, what should I put in the Drop All option spot?
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