Home » MODDING HQ 1.13 » v1.13 Modding, Customising, Editing » v1.13 XML Customization » Folding Stock Test Mod
Folding Stock Test Mod[message #208058]
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Thu, 05 February 2009 01:18
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Folding Stock Test Mod V.1.5 (2009/06/13)
What Is It?
The Folding Stock Test Mod is primarily an XML mod to test out some concepts for use in the UC-1.13 Hybrid mod.
1) Folding Stock System
2) Unique Weapon Attachments and their modification
3) Commando and Striker LBE systems
4) Attachment listing system
5) Triple "E" Rocket Rifle
6) Overpressure "+P+" 9mm ammunition
Version 1.0 will have the item numbering arranged to be compatible with the original Jagged Alliance 2 Campaign in Alruco
Version 1.5 will have a more refined 100AP based AP values for weapons, and fixes to 1.0
Version 2.0 will have the item numbering arranged to be compatible with the Deidranna Lives! mod so that those maps may be enjoyed with JA2 1.13
Version 3.0 (or Version 0 depending on how you are keeping score) is the UC-1.13 Hybrid
Where are the extra graphics?
To save on install size I've cut out most of the graphics not found in the main 1.13 SVN in V.1.0
Images from original Urban Chaos, Marlboro Man, Tbird, DBB Mod, et al... will be in the UC-1.13 Hybrid mod. Version 2.0 will require some additional graphics, to be added for that release.
Disclaimer:
This installer and the files it contains are provided as is without any warranty. Use of this mod and the files it contains are completely at your own risk. The author of this mod takes NO responsibility for injury, fatality, damage or loss that may occur with use; including that suffered by: data, software, hardware, career, productivity, person, and well being.
The files that comprise this mod have not been tested in conjunction with any other Jagged Alliance 2 or Jagged Alliance 2 1.13 Mods aside from those specified below under System Requirements. This document does not imply the existence of support for this installer and the files it contains.
This is not a retail product, and is provided as a freeware add-on. Feel free to modify for personal use, but please obtain permission before re-release.
System Requirements:
- Jagged Alliance 2 1.13 Mod SVN Release current as of the release date
- 100 AP only
- New Inventory only
Install (VFS):
1. Extract Contents to root Jagged Alliance 2 v.1.13 SVN Revision 1148(current as of 13 June 2009). Say yes to the one folder replacement prompt so that the mod specific Profiles folder can be added.
2. Launch Game from INI Editor, be sure to select vfs_config.STM.ini
Folding Stock System:
Why? - This is the product of some dissatisfaction with the 1/3 time compromise system that the main 1.13 system uses to represent folding stocks. Now I am not a programmer, however based on my understanding of the JA2 1.13 I envisioned a different way of portraying folding stocks in game. In my vision of things, the loss of one attachment slot is an acceptable price to gain the flexibility of the folding stock. You also have the choice in a lot of cases to use a fixed stock equivalent if you really feel the need for that fourth attachment slot.
Folded Stock - Lower AP costs vs. Lower To-Hit%
Extended Stock - Higher To-Hit% vs. Higher AP Costs
How? - The penalties involved with both modes of operation; Ready AP Reduction% and To-Hit% to penalties are part of the base weapon stock (meaning you want to have a stock attached at all times or both penalties will apply).
Why are there different sets of stocks for small SMG's and larger guns?
In UC-1.13 testing it was found that the smaller SMG's were being too negatively impacted by the stocks, so they have a different set of stocks to allow them to more resemble pistols/machine pistols when the stock is retracted. With the advent of 100AP it may be possible to refine the SMG's stocks so that they do more. (see mention of v.1.5 above)
Adjustment to JA2_Options.ini:
Due to the folding stock being a removable attachment, SHIFT_F_REMOVE_ATTACHMENTS = FALSE
To use:
1) Put weapon in lower hand
2) Remove Stock Item and place in upper hand
3) Drag weapon over stock and select "yes" on merger prompt
4) Reattach Stock Item
Unique Weapon Attachment System:
Some weapons, in addition to the permanently attached Grenade Launchers include specific attachments.
FN F2000 - to begin the grenade launcher is no longer permanently attached, and since it is more or less the same
40mm from the SCAR program, I'm using the same item to represent both.
FN Minimi/SAW/M249 - the Feed attachment allows you to cut down the reloading cost of the FN Minimi when using 30 round magazines instead of the 200 round belts.
To use:
1) Put FN Minimi/SAW/M249 in lower hand
2) Remove Feed Item and place in upper hand
3) Drag FN Minimi/SAW/M249 over Feed and select "yes" on merger prompt
4) Reattach Feed Item
Groza - The Groza has an "attachment kit" that is cycled through by:
1) Put Groza in lower hand
2) Remove attachment and place in upper hand
3) Drag Groza over attachment and select "yes" on merger prompt
4) Repeat Step 3) untill you get the attachment you want
5) Reattach Groza Attachment
Attachements/Features Key:
F.Stk - Folding Stock
Heavy BP - Built-in Heavy Bipod (there is a big To-Hit penalty if you fire from anything but prone)
F.Sup - Flash Suppressor
SFS - Sound/Flash Suppressor (Flash Suppressor, Intermediate Cartridge Suppressor, and Hi-Power
Ammunition Suppressor)
TB - Threaded Barrel (Flash Suppressor and Pistol Suppressor)
BP - Bipod
CMag - Beta-C Magazine
D.Bill - Duck Bill
FG - Foregrip
LAM - Laser Aiming Module
SCP.Mt - Scope Mount (Battle Scope and Sniper Scope)
SM.SCP - Small Scope (1.5X Scope)
SlideR. - Slide Rail (Reflex Sight)
UBAR - Underbarrel Accessories Rail (LAM-200)
AR15 - AR15 Handle Mount (Lite Weapon Scope)
RIS - Rail Interface System (Lite Weapon Scope, Battle Scope, Reflex Sight, Reflex Scope, Thales NV Scope, TI Scope, ISM-V, RIS LAM, RIS LAM/Tac Flashlight Combo, RIS Bipod, RIS Foregrip, and Grip Pod)
RSA Mt. - Russian Small Arms Mouting System (Kobra EKP-1S-03M, PO 3.5x21P)
SVD Mt. - SVD Mounting System (PSO-1, PSO-P)
Triple "E" (Enhanced, Effective, Explosive) Rocket Rifle
- Kinetic Energy Missile (KEM) - Hard to miss with this one
- High Explosive (HE) - Area Effect
- High Explosive Armour Piercing (HEAP) - Anti-tank
Overpressure "+P+" 9mm ammunition
- +2pt of damage
- Hi-Power AP ammo type instead of Pistol AP ammo type (means damage is calculated differently)
- -4 Reliablity
- 9x19mm weapons that have "extra" reliability to accomodate +P+ are: H&K MP5F, MP-443 Grach, and PP-19-01 "Vityaz" (not enabled for v.1.0.0, see "Where are the extra graphics?" above)
JA2 1.13 .exe Wish List?
As mentioned before I'm incapable of contributing to 1.13 via programming, however there is only so much that can be done via XML editing...
1) No Item Merger - the folding stock system would be less complicated if you could simply cause it to change states by simply double clicking on one of the stock item's own attachment slots. This way the Folding stocks only require a pair of mergers each to be defined.
2) The Rocket Launcher Flag forces Ammo Based weapons to use the Rocket Launcher Animation as well - the RPG-7 is ammo based (just as it was in the original Urban Chaos), however even though is
3) Stackable grenades in some launchers in addition to the current "Magazine" (it's really item status depletion but I'll call it "Magazine" because it does an adequate job of representing magazine fed Grenade launchers)
[Updated on: Sat, 13 June 2009 23:55] by Moderator Report message to a moderator
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Re: Folding Stock Test Mod[message #208902]
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Mon, 16 February 2009 12:27
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Just avoiding setting expectations too high. Anyways, the preliminary settings editing is done and the results are somewhat mixed. Might as well disclose what it is:
Tactical Flashlight
Concept: a light source that would project out for a short range, and would only illuminate for one turn.
How: modified the LAM-200 to be a very short range grenade launcher, and the AA Batteries to be a grenade
Original Concern: will AA batterie still be usable as battery in the X-Ray?
Results:
- AA batteries work ok as both a 30 shot grenade, and in the X-Ray detector. Next step would have been to set up the number of "shots" for the LAM-200 to match the depletion done by the X-Ray detector.
- Not sure if it is the XML Editor, or both the Editor and the .exe, but the maximum shots per 4 turns is 100 = approx 4 AP per turn. Result is the AP cost for operating the conceptual pressure switch mounted to the triger is a bit too high, even for 100AP.
- I can't get the illumination to last for 1 turn. Setting Duration to 0 or 1 seems to last for 4 or 5 turns. Much too long for the purpose here, and ultimately a showstopper.
- This feature is shelved for now.
Has anyone examined in the code how temporary illumination (break lights) works?
[Updated on: Mon, 16 February 2009 12:30] by Moderator Report message to a moderator
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Re: Folding Stock Test Mod[message #208926]
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Mon, 16 February 2009 16:26
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Starwalker |
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Messages:759
Registered:October 2005 Location: Hannover, Germany |
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wil473- Not sure if it is the XML Editor, or both the Editor and the .exe, but the maximum shots per 4 turns is 100 = approx 4 AP per turn. Result is the AP cost for operating the conceptual pressure switch mounted to the triger is a bit too high, even for 100AP.
It is probably the XML-Editor. Originally Mugsy had a limit of '100' in it in variouse places, perhaps the result of a copy and paste action(?). I found that limit first when the XML-Editor began setting laser ranges back to 100. Since then Mugsy had removed some limits, but there may still be some lurking around. You'd need to contact RoWa for help in this.
wil473- I can't get the illumination to last for 1 turn. Setting Duration to 0 or 1 seems to last for 4 or 5 turns. Much too long for the purpose here, and ultimately a showstopper.
Has anyone examined in the code how temporary illumination (break lights) works?
I have no knowledge of the code here, but I had to go the trial-and-error route as well when I made the Emergency Flares and recently the ILL grenade and ILL mortar shell.
There does not seem to be a reasonably recognizable 'unit' for the duration of illumination type effects
The Scorpion had problems with this kind of work, too, IIRC. But I think he had a working flashlight (or larger thing with similar effect) in RR, you may want to contact him, if you have not already.
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Re: Folding Stock Test Mod[message #209480]
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Fri, 27 February 2009 19:51
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kido-bg |
Messages:3
Registered:February 2009 |
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hi . no offence just asking because i am not very clear with idia of stocks.
if i have gun whit size 7 (fix stock) and weight 3kg and it goes rdy for 10 pionts (exm.) what hapens if i go with folding stock on same weapon ? 1st 30% ap ??? (seems unreal to me *) 2th more important ability to make gun smaller (ak47 can't go in non combatpack for real but same gun with folding can go in) . So % to hit maj have some small differs but rdy % still will be the same even biger. why ? my logick is next the main factor about rdy one gun si weight and distribution of it on hands if you have balanced gun or just a bit in back (from "unmoveble" right hand for exm) then it comes how much is open that hand or overwall gun size or in case bullpup ( aug )(here is steady % or hit % may ch.). i think main advantige of smaller gun is mobility easy turs etc. (i see some idia walking whit aim gun) but still we have some guy running then rdy same gun whit 30% dif ? maybe your idia is to compancete that walk with aimed gun ?
i really can't understant stocks in the game (playing at the moment whit almost no dif thinking of editing pocket size of battle pack)
pls no offence that stock mod deff. worth i just want someone to expl. for me. Sorry if my post is not for here or noobish.
pls help on armour/lbe post
i am not baret or some specops !!! but play paintball (try to be pro) and there is very important to rdy gun fast as posible so my main exp is not with real gun !!! that is reason for this post.
sorry for engl.
[Updated on: Fri, 27 February 2009 19:52] by Moderator Report message to a moderator
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Civilian
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Re: Folding Stock Test Mod[message #209681]
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Wed, 04 March 2009 02:27
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Kido - no problem, that's why this mod is being available to test some concepts out while waiting for some necessary features to be added to 1.13 before the UC-1.13 Hybrid is ready for general release. I only have a few minutes so here is my response:
30%AP - I believe the effect is supposed to be an overall 25%AP reduction to fire. The Stock itself has a 35% reduction, however all the weapons have a base negative reduction to AP cost of -10%; this gives only an effective decrease of 25%. Now as far as if 25% is the correct ammount of decrease, I don't really know. What I am hoping to do is to relate the AP cost of all weapons to each other in some kind of system so that the AP reduction makes sense: ie. the firing cost of the MP5K (no stock) is comparable to the AP cost of a MP5 with its stock retracted (taking into account the fact that there is more gun foreward of the trigger on the MP5).
As I mentioned earlier, both stock items (extended and retracted) modify size by -1. This was done as a convience so that players do not have to micromanage the stock position just to fit the weapon into a holster.
Now I paintball myself, and run a Tippmann X7 usually with a Tippmann X36 folding stock attached. From my own experience, my ability to point my marker does seem faster with the stock folded or removed. At the same time, I do feel that with the stock extended I'm a more stable firing platform. As far as real performance goes, lets not get into that...
I am committing to producing a 1.5 version with a more refined AP system. When I have time, I'll get around to figuring out what the "Average" of each weapon class is, and have all other weapons in a class related to that "Average." And then having all the weapons relate to each other. I'll leave the flashlight in to see what people think of it as well, but I won't be modifying the RIS LAM/Flashlight.
[Updated on: Wed, 04 March 2009 02:36] by Moderator Report message to a moderator
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Re: Folding Stock Test Mod[message #221236]
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Mon, 15 June 2009 17:16
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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As it has been a while, I'll double post.
I've taken a look at the Deidranna Lives!(DL) Data and this is what I've found:
1) Extracting the DL Data is slightly harder than extracting the UC Data. Not only must a dummy JA2.exe be provided, but a dummy Data folder must be present as well.
2) Most of the weapons in DL are already in 1.13 except for the Jerico/Baby Eagle, Crossbow, and a few seemingly obscure H&K G3 variants. I regret having to say this, and this is only a personal opinion, but the images have not aged well in light of what we have these days. Probably best to substitute items from 1.13 in.
An alternative would be to use the DBB mod graphics (but not their stats or items) which include both Jerico and Crossbow images. The end user would have to then both extract the DL Data but also have the DBB mod's data folder already in JA2 place. If the DBB modding team adopts VFS, and keeps their mod's files in a seperate Data folder, then that Data folder can be entered into any DL-113 Hybrid's VFS config in between the Hybrid's data folder and the original DL's Data folder. The only thing that is missing from DBB are the Shipping Crate graphics, though I'm already planning on using one of the surplus 1.13 armour mod kits as a substitute.
As long as nobody minds not having the Deidranna Lives! external game fiction (including that feature where the Laptop's intelligence data changed after using the fiction viewer) a preliminary version can be arranged in a few days.
[Updated on: Mon, 15 June 2009 17:26] by Moderator Report message to a moderator
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