Back-packs in 1.13 and other 1.13 stuff[message #239330]
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Fri, 04 December 2009 18:14
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Doggyboyboi |
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Messages:113
Registered:November 2009 Location: Singapore |
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alright moving ahead to the new inventory system is tricky for me, but eventually i got used to it. the only thing i cant figure out is why some( no wait actually most) mercs. cant carry any back-pack at all, some of them can carry a TT pack but space is really scarce... makes most of the dropped packs useless... while other mercs CAN carry back-packs but cant carry a TT back... how to define which mercs can carry what and what he/she cant.. also, scopes are hard to find a matching fit. can someone classify which scopes go into which gun classes? thx
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Sergeant
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Re: Back-packs in 1.13 and other 1.13 stuff[message #239351]
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Fri, 04 December 2009 23:46
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Loucipher |
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Messages:157
Registered:October 2009 |
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FolkewulfYour mercs can wear a combat pack or a backpack, but not both. I think the only exception to this is the TIMS setup that your imp starts with. I try to get that for everyone. Go into battle with the backpack stored inside the combat pack. Then afterwards when you are cleaning up you wear them both for the extra room.
In Alpha Item Mod for WF 6.06, there are a few other backpack/combat pack combos - most notably, Blackhawk Backpack and Blackhawk Daypack (combat pack) can be both worn together, and a few gun carry bags can be combined with smaller backpacks. If you get to play it, test it out, or look up the XML file - the packs sharing the same combo number can be used in conjunction.
FolkewulfThe scopes fall into 3 categories, NATO, Russian, and generic. The rail mounting systems are different so they are not interchangeable.
Russian - PSO-1, PSO-3
NATO - ACOG
Generic - 2X scope, 10X sniper scope
Read the descriptions and fill in the list.
A few common sense guidelines:
- NATO scopes generally fit Western guns, while Russian scopes fit Russian guns
- WWII weapons usually only fit their dedicated scope
- generic scope usually fit most modern guns of either ilk
- some earlier HK weapons are the only ones that can fit the Old Aimpoint
- with generic scope, the more powerful they are, the longer-ranged weapons they fit:
* 2x scope fits some pistols, most SMGs, some rifles
* 4x scope fits some SMGs, most short-range rifles
* 7x scope fits some short-range and most long-range rifles
* 10x sniper scope fits almost exclusively sniper rifles.
Experiment away, or just browse the XML to see what rifle fits your favourite toy.
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Staff Sergeant
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Re: Back-packs in 1.13 and other 1.13 stuff[message #239385]
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Sat, 05 December 2009 11:36
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Logisteric |
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Messages:3199
Registered:December 2008 Location: B |
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there are several threads regarding the dungeon-bug - just invest half an hour for manually searching the pit - the search engine is mofu
edith:
i had to correct that one - even if i had wanted to type refarding it would have been a typo, but 'refarting' comes pretty close to it :devilaugh:
[Updated on: Sat, 05 December 2009 14:15] by Moderator Report message to a moderator
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Captain
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Re: Back-packs in 1.13 and other 1.13 stuff[message #239478]
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Mon, 07 December 2009 00:08
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Logisteric |
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Messages:3199
Registered:December 2008 Location: B |
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checked it 2 secs ago (callahan's link, that is) - i had no prob to get megaupload - is there some reason why it should not work in the us? some kind of a blacklist?
edith:
i'm asking 'cause oldnooob also had problems
[Updated on: Mon, 07 December 2009 00:11] by Moderator Report message to a moderator
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Captain
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Re: Back-packs in 1.13 and other 1.13 stuff[message #239485]
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Mon, 07 December 2009 00:53
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I can't get past intro movie. the screen goes black. Can someone help me who knows? I used a clean install of version 1.12.
[Updated on: Mon, 07 December 2009 01:01] Report message to a moderator
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Re: Back-packs in 1.13 and other 1.13 stuff[message #239590]
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Tue, 08 December 2009 10:24
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Doggyboyboi |
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Messages:113
Registered:November 2009 Location: Singapore |
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3rd 1.13 question, i noticed lots of bullets types, mainly i figured out the bullet types, but not the bullet dimensions, there a whole lot of bullets to look in the inventory and most of my guns use a variety of bullets, once again, is there any classification of which bullet sizes goes into which type of guns? eg.5.56X45 goes to the M4A1... Also, sometimes halfway through a battle, something pops up i the background, hardly readable, saying run-time error or something like that, anyone knows what wrong?
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Sergeant
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Re: Back-packs in 1.13 and other 1.13 stuff[message #239620]
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Tue, 08 December 2009 17:56
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Doggyboyboi |
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Messages:113
Registered:November 2009 Location: Singapore |
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actually for me the REALLY confusing part is figuring out how a 15 mag 9mm can fit into a Calico 9mm rifle and when you eject the ammo, its a 50 rounds- large ammo, ahh the physics of the JA world, never fails to amaze me i mean sometimes the ammo pops up differently and it really makes me wonder what happened to the original ones i popped in
[Updated on: Tue, 08 December 2009 18:01] by Moderator Report message to a moderator
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Sergeant
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Re: Back-packs in 1.13 and other 1.13 stuff[message #239690]
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Wed, 09 December 2009 15:11
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Loucipher |
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Messages:157
Registered:October 2009 |
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Exacto.
In 1.13, here's one good tip to ease the ammo micromanagement:
- drop all ammo into sector inventory (you can use SHIFT-E combo to drop all equipment except worn items).
- switch to tactical and hit the CTRL-SHIFT-A combo. This will merge all ammo items into crates - one for each calibre and ammo type (i.e. 9x19mm AET, 5,56x45mm HP, 7,62x39mm AP and so on). This is great simply because it lets you tell at a glance how many rounds of particular ammo you have.
- to distribute ammo from the crate to a merc, go to sector inventory, pick up the crate, and try to "load" a gun that your merc is carrying. If the gun's calibre matches the ammo in the crate, five mags of adequate capacity will be added to that merc's inventory, and their total bullet count shall be deducted from the crate. If there's not enough ammo in the crate, less mags shall be created accordingly.
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Staff Sergeant
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Re: Back-packs in 1.13 and other 1.13 stuff[message #239722]
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Thu, 10 December 2009 01:53
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Ashtaron |
Messages:1
Registered:December 2007 |
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I guess I'll ask my own question in this thread since I'm too lazy to make my own and search didn't help.
Is there a way to remove the roof climbing/AP/whatever other restrictions backpacks impose? I really want to try NIV out, but I don't have the patience to bother with added micromanagement. I'd like to stick to OIV's acceptable breaks from realism.
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Civilian
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