Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab » 1.13 Item Stats & Requests Thread
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Re: 1.13 Item Stats & Requests Thread[message #11134]
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Sat, 01 October 2005 14:21
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KIA |
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Messages:92
Registered:November 2002 Location: Virginia (USA) |
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Having a problem locating the exact .exe for the airstrikes. The .wav files are relatively straightforward. Here's a clip about those:
I don't know if anyone else knows this, but I was going through and listening to the .wav files in the Sounds folder of JA2, and there are a few sound effects that were not in the game. For example, an airplane coming in for a dive bomb, a jet flying by, and a bunch of others. Recomend modders out there check them out if you have not already.
Another thing, if you extract the music files from JA2, and listen to them in Media Player, they sound pretty good.
[ 16 May 2003, 09:02 PM: Message edited by: Sarge50 ]
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Posts: 10 | From: Ontario | Registered: Apr 2003 | IP: Logged |
Justas
Officer
Member # 1446
posted 16 May, 2003 10:16 PM
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There were going to be airstrikes in the game, but even though the voices and sounds had already been recorded and included, they decided to scrap that feature before releasing the game. Probably because of deadlines.
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GGC Media - Filling your day!
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Posts: 312 | From: Estonia | Registered: Mar 2002 | IP: Logged |
Ehlijen
NCO
Member # 2117
posted 17 May, 2003 12:12 AM
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What's with the sound 'escapingair' ? I'm not even sure if its from the original or DL but it sounds like someone has a serious helium adiction. I've got no clue what it's supposed to be, I just found in my sounds folder.
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Posts: 107 | Registered: Nov 2002 | IP: Logged |
drop bear
Officer
Member # 2076
posted 17 May, 2003 01:44 AM
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Fair credit to BecomingX. He used those sounds and some clever ideas to have airstrikes in SOG69. You haven't played that excellent mod?
That air escaping sound is really wierd isn't it?
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Posts: 411 | From: sydney | Registered: Nov 2002 | IP: Logged |
Tyco
Member # 920
posted 17 May, 2003 05:58 PM
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I read somewhere, I think in the JAG museum, that the JA2 team decided its no fun being attacked randmoly by something there is no answer for.
If that was the main reason for it, obviusly they didn't think it through. Had this feature been included, operating in Deidranna's air-controled area would have been more intresting. Getting the warning a turn or two before the bombs fell would give a player ample time to seek shelter. The choice between blowing the SAM control computer or holding a SAM site would have more to it (spend 3750$ on each of this sectors when I can leave it ruined and usless). And lastly, there IS such a thing as a Stinger missile! The Soviets had their own shoulder-mounted ground-to-air AA missile launchers.
But I guess deadlines is as good a reason as any.
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On the issue of peace, I am long past innocence and fast approaching apathy. It's all a game -- a paper fantasy of names and borders. Only one thing matters; blood calls out for blood. From Babylon 5 Season 1, Episode 1; Midnight on the Firing Line
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Posts: 863 | From: Israel | Registered: Sep 2001 | IP: Logged |
Eisenhower
Hardware Operative
Member # 1235
posted 17 May, 2003 11:13 PM
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well the diving air sound is used in sog'69 in the mod from jay alias becoming X
to use it with the radio, to call in so believed air strikes, first the bomb falls and the nyou hear the sound of the plain
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Corporal 1st Class
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Re: 1.13 Item Stats & Requests Thread[message #11135]
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Sat, 01 October 2005 14:37
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KIA |
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Messages:92
Registered:November 2002 Location: Virginia (USA) |
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Last clip I could find regarding airstrike code:
Ninth Hour
NCO
Member # 3244
posted 12 March, 2004 05:54 PM
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Glanced through the code for air raids and, although I have not worked with C++ for at least 9 years (and have no knowledge of C), I deduced the following. Feel free to correct me..this is just my barely trained interpretation:
Air raids are events which occur after a particular amount of time (counted in minutes) has elapsed in Arulco. Not sure yet if the time to a scheduled air raid is counted from the moment you land in Arulco, or following a particular event.
Raids apparently occur only when your team is in the real time, tactical map of a particular sector, and not involved in combat already. You also cannot be in conversation with an NPC. If you're passing through the sector on the world map, and a raid happens to be scheduled for that sector, you will not be forced to the tactical map (?)
At the onset of the strike, a random merc in your team will give a warning about the attack(I've heard the appropriate wavs for each character...they haven't been removed from the original game. Someone will say "take cover!" or "death from above!"). You will then have a window of real time in which to run your team to cover. Once that time has elapsed, you lose control of your team and the planes begin their attack. They will make a random number of dives near a random merc, so presumably, if you're unlucky and still caught in the open, you may be hit more than once.
The planes will first strafe a particular location with bullets and then drop bombs (there was also some implication that if the strike occurred early in the game, the planes will not use their bombs).
When the strike finishes, real time resumes and control is returned to your team. Morale loss is sustained as usual for any mercs hit by the strike.
If I read it correctly, air strikes are very nasty, and there isn't much you can do to defend against them. Nor can you retaliate against the planes. I presume air strikes were removed to avoid this potential source of frustration for players.
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Corporal 1st Class
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Re: 1.13 Item Stats & Requests Thread[message #11137]
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Sat, 01 October 2005 15:08
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DurtyDan |
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Messages:103
Registered:November 2001 Location: Oregon, USA |
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Quote: I have done this with my xml modding. I changed the regular mortar's pics with the remote bomb trigger and the mortar shell with the notepaper pic. The new names are the Forward Observer Radio and Target Coordinates. My Army MOS was 13 Bravo(Artillery). I increased the range, damage and doubled the messy death radius.
John, am surprised that air strikes would be in a gun bunny's wish list. I would think that a SINCGARS (radio), a G/VLLD (laser designator)or MELIOS (laser assisted targeting device) would work to bring the King of Battle to the JA2 world. To simulate off-map artillery, maybe combine the items SINCGARS and MELIOS to get a fire mission. I can help out with pictures of these. Then again, a volley of HE/VT or APICM from a platoon of Paladins seems kind of like overkill. :scary: Maybe just simulate a few rounds from a light infantry battalion's mortars (81mm). :wrysmiley:
I am already using the existing mustard gas round as an expensive smoke screen. Any kills are just a perk. This protects those flanks from the pesky new AI. A smoke round and illumination round added to the mortar inventory would be nice. Maybe an option to set up the mortar, with a very long ready time, say 25 APs, then 20 APs to fire would simulate the light support mortar's role. Longer times could be appropriate if they can be implemented. Of course, the range should be increased to the whole map; The 60mm mortar can range 2000m, far larger than the ranges on a JA2 map. The masking effect of buildings/terrain should also be removed. The mortar is, after all, a high angle fire weapon (shorter the range, the higher the trajectory).
What are other's thoughts on bringing fire support to the JA2 fight?
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Sergeant
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Re: 1.13 Item Stats & Requests Thread[message #11150]
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Tue, 04 October 2005 04:33
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The_Hairy_Vlad |
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Messages:18
Registered:September 2005 |
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Anyone mind a return to the gun request topic?
I, for one, would like to see a clear-cut difference between the assault rifles being used in various countries under different classifications (M16 vs C7, M4/CAR15 vs C8, FN-FAL vs C1, FN-Minimi vs M249 vs C9).
Consider the M16 and the C7. They are built on the same old "black rifle" design, but have some important differences, mostly due to which company produces the parts. In canada, the military version of the C7 uses parts manufactured by diemaco. Those have an impact on performance, I'm sure.
Consider also the switch between a regularC7, a C7A1 and the half-life C7A2. The C7A1 and C7A2 have a flat top, which, in game terms, would make it lighter, easier to repair and shoot less acurately without attachments. On the other hand, the regular C7, because of its carrying handle, could only accomodate a regular laser scope(logically underbarrel close to the muzzle) and bipod, and then not at the same time as a M203 talon.
The same version differences apply to the C8/M4, but I would like to note that they are not the same gun. the M4 is based on the AR15 design. though chambered for the same cartridge, it has a much smaller frame, shorter barrel, and collapsible stock. The C8, on the other hand, is just a C7 body/frame, with a shortened barrel and a collapsible stock. All things considered, the C8 is a tad heavier than the M4, and is also easier to repair.
Has anyone thought of implementing pistol grip handles on assault rifles? Seeing the MGS4 trailer has gotten me thinking. It's actually a popular feature on american M4s (usually for urban warfare, I think). That attachment could reduce draw costs and raise short-range accuracy on carbines and assault rifles.
Now that we have this amazing auto-fire feature, suppression fire has become a more available strategy. I love pinning down my foes with Minimis and RPK, but what about the time-honoured M60 machine gun? How much action has that gun seen worldwide? It would be very heavy, cause average damage(7.62mm NATO) and have a superior range to other available LMGs. It could come with a built-in bipod. Setting up crossfires and well-lit kill zones never sounded so fun before the 1.13 patch.
In the same vein, I would like to see coaxial-mounted machine gun emplacements. Sandbags or pillbox-bunkers could be some really sought-after buildings during defense. They would be static, like tanks. The same could be done for artilery emplacement.
Because most JA2 players prefer a mostly covert and special ops style of gameplay, the game patches and mods have been develloped towards that style. Maybe all this heavy gear could tip the balance of the arulco campaign a little too much towards the player. This sort of euipment could also pave the way towards more conventional-warfare oriented mods. I sometimes get tired of the AIM, MERC ad RPC personalities, ergo seeing some real regular soldiers(with ranks, uniforms and all) in action would be fun for once. You'd also think less about expense, and casualties'd be less annoying. Just a thought.
Like sniping? No self-respecting sniper would go out without his or her spotter pal. I sure would like to see a pair of binoculars that would reveal a certain area (from 3x3 to 9x9 depending on how many action points are spent) to the spotter and his sniper. Sniping from rooftops could become a lot more fun, if a little more time-consuming. In theory, the binoculars would work as a triggered item (like the mine detector, for example) that shoots an invisible, inaudible projectile in a straight line, that iluminates the target in an explosion-like splash radius. Whatever is in the sights of the spotter's binocs becomes automatically visible to the nearest sniper(s).
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Private
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Re: 1.13 Item Stats & Requests Thread[message #11158]
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Tue, 04 October 2005 14:42
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gmonk |
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Messages:670
Registered:April 2002 Location: Newfoundland, Canada |
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Another idea about the artillery thing just occurred to me during play. I think that friendly artillery strikes/airstrikes should be relatively hard to come by. Maybe if you had to build a target painter by merging a laser scope+wire+walkman+poratble TV(???) or something like that. The thing would get one shot only and use up a set of batteries? Does that sound interesting to anyone? It would probably be possible using XML mods again, I haven't tried it out.
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First Sergeant
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