Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab  » 1.13 Item Stats & Requests Thread
Re: 1.13 Item Stats & Requests Thread[message #11124] Sat, 01 October 2005 07:01 Go to previous messageGo to next message
gmonk

 
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Don't know the technical details (if any) but I think that in SOG69 you 'loaded' an arity request in the PRC77 radioset and you got a grenade/mortar cursor with unlimited range and a very large explosion.

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First Sergeant
Re: 1.13 Item Stats & Requests Thread[message #11125] Sat, 01 October 2005 07:04 Go to previous messageGo to next message
Majek is currently offline Majek

 
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that was just a mortar-like thing if i remember correctly. (the radio =mortat and the paper with orders =shell) larger explosions though.

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Master Sergeant
Re: 1.13 Item Stats & Requests Thread[message #11126] Sat, 01 October 2005 08:56 Go to previous messageGo to next message
Nighthawk is currently offline Nighthawk

 
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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.

It's only been used once in the Drassen SAM map but several enemies in a 5 tile radius all took around 55 damage and the one insta-kill was a dancing ball of flames.

To be used on Insane level or in historial/future sactioned wars.

Nighthawk

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Corporal
Re: 1.13 Item Stats & Requests Thread[message #11127] Sat, 01 October 2005 09:17 Go to previous messageGo to next message
Madd_Mugsy

 
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That'd be a nice one to give the AI.

Anyone seen a real air strike in a mod? I know there're quotes for it, and a whack of code in air raid.cpp.

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First Sergeant

Re: 1.13 Item Stats & Requests Thread[message #11128] Sat, 01 October 2005 09:36 Go to previous messageGo to next message
gmonk

 
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There is a sound asset for it, I believe, but I've never seen the airstrike in an actual game.

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First Sergeant
Re: 1.13 Item Stats & Requests Thread[message #11129] Sat, 01 October 2005 09:52 Go to previous messageGo to next message
Madd_Mugsy

 
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Hmmm. I wonder if the pics are all in there?

It also looks like there's a lot of code commented out for repairing SAM sites and for using SAM sites to block Air Raids. If done correctly, this could add a whole new dimension to the game Smile

EDIT: I don't see any obvious pics, but nor do I see any references in the code. Could it be audio only?

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First Sergeant

Re: 1.13 Item Stats & Requests Thread[message #11130] Sat, 01 October 2005 10:26 Go to previous messageGo to next message
gmonk

 
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I think the general idea (I saw this somewhere) was to have air raids as random attacks on mercs within range of hostile SAM sites. There would be 'aircraft drone' sounds and then a set of large explosions that hit targets at random within the sector(maybe? not sure)

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First Sergeant
Re: 1.13 Item Stats & Requests Thread[message #11131] Sat, 01 October 2005 10:29 Go to previous messageGo to next message
Madd_Mugsy

 
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Yeah, that's what it looks like from the code. I'm thinking of making air strikes an option that can be turned on/off when starting a new game. (Something for that "Drop All" spot)

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First Sergeant

Re: 1.13 Item Stats & Requests Thread[message #11132] Sat, 01 October 2005 10:39 Go to previous messageGo to next message
gmonk

 
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Okay this is going across a few threads now Very Happy . I think the 'Air Strike' idea is a good thing to set as an option (i.e. from game start onward.)

Maybe have a preference screen box for the AI thing though? The alternate difficulty AI should just be a switch to an alternate variable. Is that true?

I'm just talking outta my ass here, but maybe this would work? Maybe I should bone up on my ancient coding skills (nearly non-existent) and ante up some actual useful contributions here... :headbanger:

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First Sergeant
Re: 1.13 Item Stats & Requests Thread[message #11133] Sat, 01 October 2005 14:02 Go to previous messageGo to next message
KIA is currently offline KIA

 
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I'll look back through Chris' posts and see if I can find the exact section. May take a few. Hang tight.

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Corporal 1st Class
Re: 1.13 Item Stats & Requests Thread[message #11134] Sat, 01 October 2005 14:21 Go to previous messageGo to next message
KIA is currently offline KIA

 
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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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Justas

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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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Ehlijen

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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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drop bear

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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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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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Eisenhower

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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
Re: 1.13 Item Stats & Requests Thread[message #11135] Sat, 01 October 2005 14:37 Go to previous messageGo to next message
KIA is currently offline KIA

 
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Last clip I could find regarding airstrike code:
Ninth Hour

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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
Re: 1.13 Item Stats & Requests Thread[message #11136] Sat, 01 October 2005 15:08 Go to previous messageGo to next message
gmonk

 
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So I guess i did see it somewhere then. Sorry I was too lazy to do the legwork to dig out all of those excellent references, KIA Very Happy . That's some fine digging you've done there...

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First Sergeant
Re: 1.13 Item Stats & Requests Thread[message #11137] Sat, 01 October 2005 15:08 Go to previous messageGo to next message
DurtyDan is currently offline DurtyDan

 
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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
Re: 1.13 Item Stats & Requests Thread[message #11138] Sat, 01 October 2005 18:43 Go to previous messageGo to next message
Snap is currently offline Snap

 
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Bah humbug. I wouldn't want that random death from above with RTS-like click-fest to hide your mercs. They were right to remove it.

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Master Sergeant
Re: 1.13 Item Stats & Requests Thread[message #11139] Sat, 01 October 2005 23:00 Go to previous messageGo to next message
Wil473

 
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As the on/off for air strikes is going to appear on the new game menu (I think that's what everyone is talking about so far), is there anyway to include a warning of its use in the confirmation message for the new game stats? Enabling air strikes sounds like an extra challenge feature like sci-fi mode, good for some, disdained by others. I'd prefer to try it before making judgement.

As far as implementation, these 3rd world pilots flying old F-4's (from the opening cut scene) aren't going to be terribly accurate are they? And from the talk about cover, this sounds like some kind of new weapons fire effect. I'm thinking something similar to the ballistic mortar fire effect, but with the round starting at the top (apogee) of the arc "above the map." The only way I can see trees and other cover offering any protection is if they can get in the way of the bomb

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Lieutenant

Re: 1.13 Item Stats & Requests Thread[message #11140] Sun, 02 October 2005 12:08 Go to previous messageGo to next message
Madd_Mugsy

 
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Ok, I'm basically done making the air strike code work and adding enough to it to make them usable.

They're toggle-able in the start up options, and off by default. We can move them to the ini file or something later if we want.

Anyway, the plane's aren't visible as they fly too high to be viewable on the screen. There are sound effects, followed by strafing gunfire and/or bombs. They're not very accurate at all and don't do as much damage as you'd think. Controlling airspace via SAM sites prevents air strikes. Also, enemies must control either the drassen or the meduna airport.

I've created two kinds of air strikes:

1) Random strikes limited to city sectors only. You need to have a certain number of mercs congregated in a single sector for them to occur (depends on difficulty - from easy to insane: 10,8,6,4).

2) Enemy radioed-in strikes. Basically like an inaccurate mortar strike over a period of turns that take several minutes to get started. Can only be used once per battle.

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First Sergeant

Re: 1.13 Item Stats & Requests Thread[message #11141] Sun, 02 October 2005 13:18 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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Could this also be modded to add artillery strikes?

Greed speaking again.

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Sergeant Major
Re: 1.13 Item Stats & Requests Thread[message #11142] Sun, 02 October 2005 13:21 Go to previous messageGo to next message
Madd_Mugsy

 
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I think artillery is already doable using John's method above. Of course, a more inaccurate artillery using something similar to the air strike code could be possible as well, but is probably overkill for now.

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First Sergeant

Re: 1.13 Item Stats & Requests Thread[message #11143] Sun, 02 October 2005 16:02 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
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What I could do is set the entire Data folder to be an INI setting. This way you could have as many data folders as you want, with any xml changes, map changes etc... as you want, and then switch back and forth to your hearts content without having to rename folders, just change the INI setting.

And with a GUI interface to the INI file, this would be much like a "Mod Selector" as mentioned above.

Also Kudos on the Air Strikes, I had forgotten about that code. That could also be added to the INI file rather easily.

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First Sergeant

Re: 1.13 Item Stats & Requests Thread[message #11144] Sun, 02 October 2005 16:58 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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That would be great. It would not slow the program down because each Data folder would be separate so only the one the .ini was switched to would be accessed by the .exe, right?

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Sergeant Major
Re: 1.13 Item Stats & Requests Thread[message #11145] Mon, 03 October 2005 02:42 Go to previous messageGo to next message
Madd_Mugsy

 
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Kaiden: Great idea! Very Happy That shouldn't be too hard to change either.

Khor: correct.

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First Sergeant

Re: 1.13 Item Stats & Requests Thread[message #11146] Mon, 03 October 2005 05:58 Go to previous messageGo to next message
Kaiden is currently offline Kaiden

 
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I could even go so far as to add the Data folder option to the normal JA2.INI file, and then place the JA2_Options.INI file INTO the main Data folder. This way, even your INI Options could be changed based on which "MOD" you are playing.

That actually sounds like a much better idea anyway.

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First Sergeant

Re: 1.13 Item Stats & Requests Thread[message #11147] Mon, 03 October 2005 11:46 Go to previous messageGo to next message
Snap is currently offline Snap

 
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Quote:
Originally posted by Kaiden:
What I could do is set the entire Data folder to be an INI setting.
Good idea. Perhaps better would be to have one default Data folder and a number of switchable custom Data folders. Anything in the currently selected custom folder overrides the main folder, but you don't have to duplicate everything.

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Master Sergeant
Re: 1.13 Item Stats & Requests Thread[message #11148] Tue, 04 October 2005 03:42 Go to previous messageGo to next message
Madd_Mugsy

 
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Quote:

I could even go so far as to add the Data folder option to the normal JA2.INI file, and then place the JA2_Options.INI file INTO the main Data folder. This way, even your INI Options could be changed based on which "MOD" you are playing.
Just thinking out loud here...

We may also want to have a setting just for the XML files' folder in JA2_Options.ini. That way people could tweak the xml files in a separate folder without losing the orginal files, and mods could allow for multiple item sets using the same graphics and sounds sets.

Like in the 1.13 mod, I now have a folder full of xml files with the original JA2 items and stats, but it uses the same sounds and graphics files as the new items. It seems kind of wasteful to need a whole separate data folder for the duplicate files.

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First Sergeant

Re: 1.13 Item Stats & Requests Thread[message #11149] Tue, 04 October 2005 04:29 Go to previous messageGo to next message
gmonk

 
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Is there some way that the mod folders could have a diff of the XML files that are modified and use those entries to override entries in the existing ones and add anything not in the original XMLs?

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First Sergeant
Re: 1.13 Item Stats & Requests Thread[message #11150] Tue, 04 October 2005 04:33 Go to previous messageGo to next message
The_Hairy_Vlad is currently offline The_Hairy_Vlad

 
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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
Re: 1.13 Item Stats & Requests Thread[message #11151] Tue, 04 October 2005 04:40 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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I think by pistol grip you mean a foregrip. If so, this is something I'd also like to see as a possible modifyer to the full auto accuracy degredation modifyer. With a foregrip it is much easier to control mussle rise while in full auto mode. I think regular accuracy is about the same but I do agree that draw cost would also be positively effected by a foregrip.

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Sergeant Major
Re: 1.13 Item Stats & Requests Thread[message #11152] Tue, 04 October 2005 04:50 Go to previous messageGo to next message
Madd_Mugsy

 
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BTW guys, I still need a pic of a foregrip so I can put it in. I haven't seen one in any of the other mods yet.

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First Sergeant

Re: 1.13 Item Stats & Requests Thread[message #11153] Tue, 04 October 2005 06:28 Go to previous messageGo to next message
gmonk

 
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Are these any good?

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First Sergeant
Re: 1.13 Item Stats & Requests Thread[message #11154] Tue, 04 October 2005 08:02 Go to previous messageGo to next message
Madd_Mugsy

 
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Not bad! I think I can make those work. Thanks! Smile

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First Sergeant

Re: 1.13 Item Stats & Requests Thread[message #11155] Tue, 04 October 2005 12:20 Go to previous messageGo to next message
KIA is currently offline KIA

 
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This is sort of an item request. I'd like it if the wire cutters could clip the concertina wire. As things stand now, the only way to break a gap is to use a small (or large) grenade. This is loud and not terribly realistic. Maybe it could cost double AP to cut through concertina and if it was a double-string of concertina it could take two turns. Ooh! Got another. What about wire defenses that require the merc to kneel or crawl to get through? Then the old wire cutters will get a work-out! OOH! What was that I saw above about trip-wire traps? Wow. What if the graphic for a trip-wire trap was the same as (or merged neatly into) the one for wire obstacles. Now navigate through on your belly or take your chances with the cutters, mercs! This would be really fun for people who still rely on breaching charges, too. Small grenade (boom!) triggers directed claymore - BOOM!!!

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Corporal 1st Class
Re: 1.13 Item Stats & Requests Thread[message #11156] Tue, 04 October 2005 12:47 Go to previous messageGo to next message
gmonk

 
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Speaking as an ex-sapper, cutting through concertina wire would likely cost you double APs at least. That stuff is ugly! If bangalore torpedoes or other breaching charges were added (shouldn't be hard with the new XMLs), that's the way to deal with large wire (but it's still far from quiet and they weigh a fair bit.)

A feature request that's not likely to happen any time soon (requires animations) is prone wirecutting. I could never figure out why a merc would have to kneel to cut wire. I ate more dirt during training than I care to remember, engineers crawl an awful lot.

Did SOG'69 have claymores? Is it possible to have a directed charge from a mine?

One more idea before I go: throwable satchel charges with detonators (explosives thrown instead of planted). Is this even possible?

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First Sergeant
Re: 1.13 Item Stats & Requests Thread[message #11157] Tue, 04 October 2005 13:36 Go to previous messageGo to next message
Khor1255 is currently offline Khor1255

 
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Most of that sounds doable within the existing .xmls. Claymores would definately be cool and provide another set of raw material for modding.

Twice the aps are definately the minimum that should be spent for cutting this crap.
I'd also like to see prone wire cutting. I'll put this on my to do list for animations if anyone wants to do the coding.

And thanx for reminding me about Bangalores and satchels. I've been wanting to try these for some time but until the weapon data was externalised it wasn't really feasable.

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Sergeant Major
Re: 1.13 Item Stats & Requests Thread[message #11158] Tue, 04 October 2005 14:42 Go to previous message
gmonk

 
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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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