Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » Arulco Vacations » AV v1.11 Download, Discussion & Bug Reports
Re: AV v1.11 Download, Discussion & Bug Reports[message #358331 is a reply to message #358330] Wed, 23 October 2019 15:12 Go to previous messageGo to next message
mikukion is currently offline mikukion

 
Messages:7
Registered:October 2019
Yet another suggestions that came to my mind. Some of them are inspired by various video games, will they suit you Ed?

Replace Enfield in Bull's gear kits with M16A4.
Replace M16A2 in Cougar's gear kits with newer M16A4 variant.
Replace Vinny's Sawed-Off with Benelli M4 - another kit inspired by DeMarco mob from MP3.
Shadow and Spike could have one kit with M14 EBR + sniper scope (and silencer for Shadow) - it's used by Rangers in CoD MW 2.
Spooky should have Sawed-Off instead AR-10 and silenced Colt Commando instead Thompson (BlueWarrior mentioned this). I based on this site: www.sofmag.com/behind-enemy-lines-weapons-of-vietnams-covert-warriors/
Bob's primary weapon choice in Elite gear kit should be M249/Minimi because USAF uses it and he has Auto Weapons trait.
Malice's weapons in Elite gear kit could be C7A2 as primary and Browning HP as secondary.
Returning to Scope's gear kits, they could be M24 instead L4A21, M21 Tactical instead M82 and G36c in Anti-Terror - I based on SAS available equipment in CoD MW 1.
How about replacing General's Para Ordnance with Colt Anaconda? Another inspiration from MW2 - General Shepherd used it in that game.

BTW, I also have an idea - 12 gauge Dragon's Breath ammo which transforms shotgun to flamethrower! :D

[Updated on: Wed, 23 October 2019 20:12]

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Private
Re: AV v1.11 Download, Discussion & Bug Reports[message #358335 is a reply to message #358325] Wed, 23 October 2019 21:31 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Quote:

Which variant would i have to change - and to what ?, to offer better visibility to my soldiers ? Can anyone point out where can i find it and edit it to what ? higher ? lower ? zero ? Or is it some other kind of measurement ? And would i have to start a new game for the changes to take effect ?
The mod (AV 1.11) runs fine, except that little inconvenience.
There are several parameters that affect visibility. The most straightforward and overall powerful, I think, is BASE_SIGHT_RANGE in JA2_Options.ini.. Vanilla factor is 13, AV factor has been increased to 15 (Sevenfm strenuously objects happy ). Increase it to get more/better visibility.

I've been too long away to give a good listing of all the variables connected to visibility (and to scopes).

[Updated on: Wed, 23 October 2019 21:32]

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Sergeant Major
Re: AV v1.11 Download, Discussion & Bug Reports[message #358336 is a reply to message #358330] Wed, 23 October 2019 21:36 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Quote:
Hello.
I tried both the current release and SevenFM's fixed .exe
Game mode is insane and sci-fi.
I got the following problem, special grenade launchers and G36 scopes don't work.
G36 integrated scope does not work, Steyr Aug integrated scope does, though.
The OICW and 25mm grenade launcher don't work. OICW does not even show the grenade launcher cursor. When I right click the 25mm grenade launcher grenade twice it looks like the grenade isn't even "attached" to the launcher, even though on first sight in the menu it looks like it does. It does show grenade cursor.
Regular grenade launchers work.

I'll take a look at the G36 problem.

The OICW I removed and disabled from AV - or thought I did. That's why it doesn't function properly. Do you remember where/how you picked it up?

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Re: AV v1.11 Download, Discussion & Bug Reports[message #358337 is a reply to message #358335] Wed, 23 October 2019 21:42 Go to previous messageGo to next message
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edmortimer wrote on Wed, 23 October 2019 23:31
The most straightforward and overall powerful, I think, is BASE_SIGHT_RANGE in JA2_Options.ini.. Vanilla factor is 13, AV factor has been increased to 15 (Sevenfm strenuously objects happy ).
I have nothing against increasing BASE_SIGHT_RANGE to 15, though 16 is probably max balanced value for regular maps (stock 1.13 has 14). The problem is not with BASE_SIGHT_RANGE, but with bonus from scopes which usually works against the AI, unless you give most AI soldiers a high power scope.



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Re: AV v1.11 Download, Discussion & Bug Reports[message #358339 is a reply to message #358337] Wed, 23 October 2019 22:28 Go to previous messageGo to next message
Colt 45 Peacemaker is currently offline Colt 45 Peacemaker

 
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Thank you both, Ed and Seven, i really do appreciate your advice. I will check the JA2 Options for the Base Sight Range and see if it will improve things with the grass happy




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Re: AV v1.11 Download, Discussion & Bug Reports[message #358340 is a reply to message #358339] Wed, 23 October 2019 22:38 Go to previous messageGo to next message
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@Gopas the problem with grass is probably in too high COVER_SYSTEM_TREE_EFFECTIVENESS which is 40 in AV and 15 in stock 1.13, try lowering it before increasing the sight range. I use value 25 in my modpacks.


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Lieutenant

Re: AV v1.11 Download, Discussion & Bug Reports[message #358344 is a reply to message #358340] Thu, 24 October 2019 01:06 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Quote:
@Gopas the problem with grass is probably in too high COVER_SYSTEM_TREE_EFFECTIVENESS which is 40 in AV and 15 in stock 1.13, try lowering it before increasing the sight range. I use value 25 in my modpacks.
Yes, what Seven said. I am inclined to have high cover terrain, hence the high value.

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Re: AV v1.11 Download, Discussion & Bug Reports[message #358348 is a reply to message #358336] Thu, 24 October 2019 03:25 Go to previous messageGo to next message
Thor2 is currently offline Thor2

 
Messages:11
Registered:October 2019
What a shame.

I bought the OICW straight from the assault rifle section from Bobby Ray.
The XM-25 Grenade Launcher I bought in San Mona iirc.

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Private
Re: AV v1.11 Download, Discussion & Bug Reports[message #358351 is a reply to message #358348] Thu, 24 October 2019 14:42 Go to previous messageGo to next message
No-Nothing is currently offline No-Nothing

 
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It can be disappointing sometimes that you cannot rehire RPC! Looking at John Kulba the means transferring NPC to M.E.R.C. roster already exist! Therefore it can be done to a fired RPC? The amount of RPCs would suggest a new "M.E.R.C. site" though...
Also hiring a merk repeatedly doesn't allow taking his/her equipment! That looks like a rudiment from JA1 where player did not pay for equipment!

mikukion wrote on Tue, 15 October 2019 22:10
Monk's primary weapon in Elite gear kit should be RPK-74 or PKM because he's a Machinegunner and Grach as secondary weapon.
Ivan's primary weapon in Elite gear kit should be RPK or PKM because he has Auto Weapons trait.
Elite kit should be based on AR mostly, universal, best fit for any combat situation what RPG or MG are not! Luckily modders implemented 5 kits and Ivan can have SPECIAL kits - one with RPG, one with MG. His current elite kit looks just fine except it could have newer AK (petty details - not so imortant). May be most elite kits should have good armor too, but I'm not sure. Also a kit named so gorgeous is appropriate for an elite merk!

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Corporal 1st Class
Re: AV v1.11 Download, Discussion & Bug Reports[message #358354 is a reply to message #358351] Thu, 24 October 2019 17:29 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Quote:

It can be disappointing sometimes that you cannot rehire RPC! Looking at John Kulba the means transferring NPC to M.E.R.C. roster already exist! Therefore it can be done to a fired RPC? The amount of RPCs would suggest a new "M.E.R.C. site" though...
Also hiring a merk repeatedly doesn't allow taking his/her equipment! That looks like a rudiment from JA1 where player did not pay for equipment!
I am not familiar with the mechanism for rehiring RPCs. I haven't touched that aspect of the game. Kulba is a special case that necessitates 2 character entries (actually, I don't even know if that is absolutely necessary, it just is that way and I've never investigated it). There are a limited number of characters possible with about 10 more slots available so doubling characters as is done with Kulba is not the best solution

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Re: AV v1.11 Download, Discussion & Bug Reports[message #358362 is a reply to message #358354] Fri, 25 October 2019 03:00 Go to previous messageGo to next message
Colt 45 Peacemaker is currently offline Colt 45 Peacemaker

 
Messages:409
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Quick question
In order for the new, new RPC's, the newest addon, to work, must i start a new game ? The previous one works fine, i've got Anjel, Maria, Brenda and Doreen in my team.
Tried the addon in San Mona, on Madame, Billy, Frank and Hans. When asked to be recruited, they just gave their usual answers. In addition, the game crashes when try to buy from Frank, twice. Not sure if there is a fix for this but it's no big deal either, i can buy booze from other vendors. Maybe others have reported it as well.
One more thing. I did try to unzip directly in AV Data and i've got a separate folder with the new additions. That would create double entries, no ? Is that correct or should it overwrite the previous entries ?

PS : i took the tree effectiveness down to 25 but haven't tested it in fight yet.

[Updated on: Fri, 25 October 2019 05:15]




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Master Sergeant
Re: AV v1.11 Download, Discussion & Bug Reports[message #358364 is a reply to message #358362] Fri, 25 October 2019 05:11 Go to previous messageGo to next message
Colt 45 Peacemaker is currently offline Colt 45 Peacemaker

 
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Update :

After a new save i was able to recruit Kingpin and Spike. Have to test more NPC's. Maybe it was only needed a new save and work from there.



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Master Sergeant
Re: AV v1.11 Download, Discussion & Bug Reports[message #358366 is a reply to message #358362] Fri, 25 October 2019 07:17 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Quote:
One more thing. I did try to unzip directly in AV Data and i've got a separate folder with the new additions. That would create double entries, no ? Is that correct or should it overwrite the previous entries ?
Yes, it should overwrite - but it sounds like you fixed it.

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Re: AV v1.11 Download, Discussion & Bug Reports[message #358371 is a reply to message #358366] Fri, 25 October 2019 23:12 Go to previous messageGo to next message
mikukion is currently offline mikukion

 
Messages:7
Registered:October 2019
IMO General should have Arulcan Army Hat and Dress Uniform instead C-18 Dyneema set - a high-rank army officer should look decent, even if it isn't very much visible ingame.
Joe should have C-18 Twaron set instead Dyneema.
Grunty's armor in Standard kit should be Suit Jacket and Trousers to reflect his background as bodyguard.
Lynx's weapon in Night Ops kit should be MP5SD5 and should have NVG II instead sun goggles. And Springfield M1903 could be his weapon in Standard kit because it's still popular game hunting rifle due to its power and versatility plus Hemingway used it during his first safari.

BTW Ed, am I bothering you by posting many suggestions? And if you want, I can send you on PM a list of my suggestions put together so you won't have to scroll through whole topic anymore.

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Private
Re: AV v1.11 Download, Discussion & Bug Reports[message #358373 is a reply to message #358371] Sat, 26 October 2019 01:10 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Quote:

IMO General should have Arulcan Army Hat and Dress Uniform instead C-18 Dyneema set - a high-rank army officer should look decent, even if it isn't very much visible ingame.
Joe should have C-18 Twaron set instead Dyneema.
Grunty's armor in Standard kit should be Suit Jacket and Trousers to reflect his background as bodyguard.
Lynx's weapon in Night Ops kit should be MP5SD5 and should have NVG II instead sun goggles. And Springfield M1903 could be his weapon in Standard kit because it's still popular game hunting rifle due to its power and versatility plus Hemingway used it during his first safari.

BTW Ed, am I bothering you by posting many suggestions? And if you want, I can send you on PM a list of my suggestions put together so you won't have to scroll through whole topic anymore.

It's no bother, but, hey, if you want to compile a complete list and send it that would be much easier for me.

Many of the items, such as the suit jacket and trousers, weren't in the mod the last time I went through all the gear kits. Of course, a lot of the items were added with a specific character in mind so that character got the item in their gear kit, but I often left it at that knowing that i would go through all the gear kits all at one time sometime in the future. your suggestions will help a lot.

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Re: AV v1.11 Download, Discussion & Bug Reports[message #358374 is a reply to message #358373] Sat, 26 October 2019 01:55 Go to previous messageGo to next message
Colt 45 Peacemaker is currently offline Colt 45 Peacemaker

 
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Yes, it appears fixed, i've deleted the extra folder from AV - Data and unzipped the addon on an empty folder. From there i copy/pasted the files to their correct locations in Av -Data. I am so tempted to start a new game with only an IMP and hire all locals. I like Kingpin's Squad Leader skill. He has definitely earned it, hell, he runs a whole town !


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Re: AV v1.11 Download, Discussion & Bug Reports[message #358377 is a reply to message #358373] Sat, 26 October 2019 20:46 Go to previous messageGo to next message
mikukion is currently offline mikukion

 
Messages:7
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edmortimer wrote on Sat, 26 October 2019 00:10
It's no bother, but, hey, if you want to compile a complete list and send it that would be much easier for me.

Many of the items, such as the suit jacket and trousers, weren't in the mod the last time I went through all the gear kits. Of course, a lot of the items were added with a specific character in mind so that character got the item in their gear kit, but I often left it at that knowing that i would go through all the gear kits all at one time sometime in the future. your suggestions will help a lot.
OK, I'll send it to you soon. happy

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Private
Re: AV v1.11 Download, Discussion & Bug Reports[message #358378 is a reply to message #358377] Sat, 26 October 2019 21:49 Go to previous messageGo to next message
Colt 45 Peacemaker is currently offline Colt 45 Peacemaker

 
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I agree with Mikukion's suggestion about Manuel, to be a full Spy, not just Covert Ops. He was living among the bitch's soldiers for a long while and survived. About Mouse, maybe Athletics would fit her. Do not take away their original traits though. Manuel rocks as a Stealthy/ Hunter and Mouse is a hidden gem. In the long run she becomes an asset.


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Re: AV v1.11 Download, Discussion & Bug Reports[message #358413 is a reply to message #358378] Fri, 01 November 2019 04:17 Go to previous messageGo to next message
BlueWarrior is currently offline BlueWarrior

 
Messages:102
Registered:May 2019
Hey Ed, I have to write this before you push out the update to the Arulco Vacation mod. Some of the Gun's magazines and their capacities need to be amended, These are the additional ones I found

FN Browning HP-35 has a magazine of 13 Rounds not 15
Glock 17 has a magazine of 17 Rounds not 15
Glock 18 usually has a magazine of 33 rounds not 15
Glock 20 has a magazine of 15 rounds not 9
Glock 21 has a magazine of 14 rounds not 13
Glock 22 has a magazine of 15 rounds not 14
Glock 25 has a magazine of 15 rounds not 13
HK MK23 SOCOM has a magazine of 12 rounds not 14
QBB-97 LSW has a magazine of 80 rounds not 100
RPD has a magazine of 100 not 75
KP M/31 Suomi doesn't have a 30 round magazine, However it can fit a drum mag of 71 rounds
MAT-49 has a magazine of 32 rounds not 30
HK UMP45 has a magazine of 25 rounds not 30
Owen Gun has a magazine of 33 rounds not 30
Owen .45 has a magazine of 33 rounds not 30
F1 SMG has a magazine of 34 rounds not 30
Sterling L2A3 has a magazine of 34 rounds not 30
STEN Mk.V has a magazine of 32 rounds not 30
ERMA MP 40 has a magazine of 32 rounds not 30
HK USP40 has a magazine of 13 rounds not 14
HK USP45 has a magazine of 12 rounds not 7
SA vz.24 has a magazine of 32 rounds not 30 rounds
Beretta PM 1252 has a magazine of 32 rounds not 30 rounds
Browning M1919A6 and Browning M1919A6 NATO has a magazine of 250 rather then 100

Those are the ones I found with the wrong mags

[Updated on: Fri, 01 November 2019 05:15]

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Re: AV v1.11 Download, Discussion & Bug Reports[message #358414 is a reply to message #358413] Fri, 01 November 2019 05:05 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Unfortunately because of the way magazines are handled there are a lot of weapons with the wrong size magazine. We give them the closest size available. It's a necessary fudge given the code and XML limitations.

Quote:

Hey Ed, I have to write this before you push out the update to the Arulco Vacation mod. Some of the Gun's magazines and their capacities need to be amended, These are the additional ones I found

FN Browning HP-35 has a magazine of 13 Rounds not 15
Glock 17 has a magazine of 17 Rounds not 15
Glock 18 usually has a magazine of 33 rounds not 15
Glock 20 has a magazine of 15 rounds not 9
Glock 21 has a magazine of 14 rounds not 13
Glock 22 has a magazine of 15 rounds not 14
Glock 25 has a magazine of 15 rounds not 13
HK MK23 SOCOM has a magazine of 12 rounds not 14
QBB-97 LSW has a magazine of 80 rounds not 100
RPD has a magazine of 100 not 75
KP M/31 Suomi doesn't have a 30 round magazine, However it can fit a drum mag of 71 rounds
MAT-49 has a magazine of 32 rounds not 30
HK UMP45 has a magazine of 25 rounds not 30
Owen Gun has a magazine of 33 rounds not 30
Owen .45 has a magazine of 33 rounds not 30
F1 SMG has a magazine of 34 rounds not 30
Sterling L2A3 has a magazine of 34 rounds not 30
STEN Mk.V has a magazine of 32 rounds not 30
ERMA MP 40 has a magazine of 32 rounds not 30
HK USP40 has a magazine of 13 rounds not 14
HK USP45 has a magazine of 12 rounds not 7
SA vz.24 has a magazine of 32 rounds not 30 rounds
Beretta PM 1252 has a magazine of 32 rounds not 30 rounds

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Sergeant Major
Re: AV v1.11 Download, Discussion & Bug Reports[message #358415 is a reply to message #358414] Fri, 01 November 2019 05:17 Go to previous messageGo to next message
BlueWarrior is currently offline BlueWarrior

 
Messages:102
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Oh, I didn't know that. So there are limits to the modding despite the source code being released

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Re: AV v1.11 Download, Discussion & Bug Reports[message #358421 is a reply to message #358415] Fri, 01 November 2019 20:22 Go to previous messageGo to next message
Colt 45 Peacemaker is currently offline Colt 45 Peacemaker

 
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No need for a 100% realism, it's a game. If we care about 100% realism, then maybe, we should get rid of stimpacks, since in reality it's impossible to regenerate instantly and last i checked, vampires don't exist. We gotta allow for some fantasy since it's a game.


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Master Sergeant
Re: AV v1.11 Download, Discussion & Bug Reports[message #358422 is a reply to message #358415] Fri, 01 November 2019 22:22 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Quote:

Oh, I didn't know that. So there are limits to the modding despite the source code being released
Well, the limits are what is possible with the skill, effort, and time of the modder - in my case I do not touch the actual code (using Sevenfm's expertise with the EXE as I have none), only the XMLs, INIs, scripts, graphics, maps, and sound files.

Making all the correct magazine sizes is possible. it is just a lot of work of a type that has caused me a lot of headaches in the past because of the inter-relationship between XMLs. While I now know what has to be done to do it with a minimum of problems, I think it is simply much too big a job for too little gain while I have so much else on my to-do list.

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Re: AV v1.11 Download, Discussion & Bug Reports[message #358423 is a reply to message #358331] Fri, 01 November 2019 22:30 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Incendiary shotgun shells are already in AV - and Rev has a gear kit with them included. The shells are otherwise available in-game also, just not very common.

I try to keep the gear kits well stocked and appropriate to the individual, but also leave some room for that character to upgrade during the game . . . as a nod to a lot of players wanting to find that special weapon, whatever it may be, after a battle. But there's always room for improvement!

Quote:

Yet another suggestions that came to my mind. Some of them are inspired by various video games, will they suit you Ed?

Replace Enfield in Bull's gear kits with M16A4.
Replace M16A2 in Cougar's gear kits with newer M16A4 variant.
Replace Vinny's Sawed-Off with Benelli M4 - another kit inspired by DeMarco mob from MP3.
Shadow and Spike could have one kit with M14 EBR + sniper scope (and silencer for Shadow) - it's used by Rangers in CoD MW 2.
Spooky should have Sawed-Off instead AR-10 and silenced Colt Commando instead Thompson (BlueWarrior mentioned this). I based on this site: www.sofmag.com/behind-enemy-lines-weapons-of-vietnams-covert-warriors/
Bob's primary weapon choice in Elite gear kit should be M249/Minimi because USAF uses it and he has Auto Weapons trait.
Malice's weapons in Elite gear kit could be C7A2 as primary and Browning HP as secondary.
Returning to Scope's gear kits, they could be M24 instead L4A21, M21 Tactical instead M82 and G36c in Anti-Terror - I based on SAS available equipment in CoD MW 1.
How about replacing General's Para Ordnance with Colt Anaconda? Another inspiration from MW2 - General Shepherd used it in that game.

BTW, I also have an idea - 12 gauge Dragon's Breath ammo which transforms shotgun to flamethrower! big grin

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Kar98k not accepting GW ZF x4 scope[message #358432 is a reply to message #356385] Sun, 03 November 2019 09:17 Go to previous messageGo to next message
PFCParts is currently offline PFCParts

 
Messages:44
Registered:November 2019
Before I go on I'd like to thank whoever made this mod. Before I Dl'd AV, 1.13 didn't seem very realistic to me, because you couldn't use rifles in single fire which is BS, irl most assault rifles and battle rifles are most efficient and accurate in single fire. Right now I'm roleplaying with WW2 era weaponry and I've set the enemy's gear selection to Very Slow just so they'll use older weaponry. I noticed how certain scopes like the ZF 4x scopes which are supposed to be compatible with Kar98ks can't attach on a kar98k at all. I was wondering how I would go about changing that in the XMLs? Also the XML editor doesn't work with AV, so I'm using notepad.

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Re: Kar98k not accepting GW ZF x4 scope[message #358433 is a reply to message #358432] Mon, 04 November 2019 00:47 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Open Attachments.XML, scroll down to the <attachmentIndex>1180</attachmentIndex> section, and then add this to the beginning of the section:

<ATTACHMENT>
<attachmentIndex>1180</attachmentIndex>
<itemIndex>776</itemIndex>
<APCost>20</APCost>
</ATTACHMENT>




1180 is the ZF Scope, 776 is the 98k.

I must have had a brain fart when moving the scopes to the new attachment system (the above is the old system) and left the ZF out. I'll put that on the to-do list. Unfortunately, without starting a new game the 98k rifles already in-game will not get the fix. Newly spawned ones after the fix should be good to go. My apologies about that.

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Re: Kar98k not accepting GW ZF x4 scope[message #358435 is a reply to message #358433] Mon, 04 November 2019 09:30 Go to previous messageGo to next message
PFCParts is currently offline PFCParts

 
Messages:44
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Thanks, now I've successfully modified the amount of mercs each vehicle can hold, I'm trying to make it so that the jeeps can go off terrain. I've set the MVTTYPEs of all the jeeps to 1, so that they're all classified as offroad cars and not trucks. But even still the vehicles will not go off road, is there anyway to change that? Thank you btw.

Also, I was looking around in the VEHICLES XML and I found that there were multiple other vehicles, I've already looked for the border jeep near the tracona, maya, and bellerica borders, but I still can't find it, although it says that the vehicle has been enabled in the xml. Help?

[Updated on: Mon, 04 November 2019 11:03]

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Re: Kar98k not accepting GW ZF x4 scope[message #358436 is a reply to message #358433] Mon, 04 November 2019 09:39 Go to previous messageGo to next message
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edmortimer wrote on Mon, 04 November 2019 03:47
Unfortunately, without starting a new game the 98k rifles already in-game will not get the fix.
I don't think that you need a new game to change item's attachments. The only thing that needs a new game is merc profile which is stored in save file, and visited maps.



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VEHICLE XML MODS[message #358438 is a reply to message #358435] Tue, 05 November 2019 02:39 Go to previous messageGo to next message
PFCParts is currently offline PFCParts

 
Messages:44
Registered:November 2019
So I've been tinkering with the amount of mercs per vehicle, and I've been trying to set all vehicles to go offroad. The General's jeep is pretty much all terrain, but then the warden's jeep (even though it's set to MVTTYPE 1 as the humvee and g-jeep) can only go on roads entirely. Is there any way for me to make it so the w-jeep can go off roads? Also I read about there being a border jeep in the xml file, but I've looked everywhere and can't find it on the borders.

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Corporal
Re: Kar98k not accepting GW ZF x4 scope[message #358439 is a reply to message #358435] Tue, 05 November 2019 04:33 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Quote:

Thanks, now I've successfully modified the amount of mercs each vehicle can hold, I'm trying to make it so that the jeeps can go off terrain. I've set the MVTTYPEs of all the jeeps to 1, so that they're all classified as offroad cars and not trucks. But even still the vehicles will not go off road, is there anyway to change that? Thank you btw.

Also, I was looking around in the VEHICLES XML and I found that there were multiple other vehicles, I've already looked for the border jeep near the tracona, maya, and bellerica borders, but I still can't find it, although it says that the vehicle has been enabled in the xml. Help?
It's been a while since I looked at the vehicles. I don't remember the code limitations for the extra vehicles. I do know that the extra vehicles can be difficult to find because they act like characters, not inanimate objects. By that I mean if they are not in your line of sight you can't see them, unlike a building or tree. If you open the Map Editor to the sectors the extra vehicles are in you will see where they are placed. I'm assuming it is just a case of out of LOS because they should appear on map regardless of the situation.

The Border Jeep is parked outside the southern border installation (M13). The General's Jeep is parked outside the military installation in H13. The Warden's Jeep is parked outside the Tixa prison (J9). The El Dorado is parked inside the mechanic's garage in Alma (I14).

[Updated on: Tue, 05 November 2019 04:34]

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Border jeep found[message #358440 is a reply to message #358439] Tue, 05 November 2019 04:35 Go to previous messageGo to next message
PFCParts is currently offline PFCParts

 
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Thanks, I actually found the border jeep at I think M13 border checkpoint. But I still don't know how I can set them to go off terrain, because all jeeps except for the general's jeep can go off road.

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Corporal
Re: Kar98k not accepting GW ZF x4 scope[message #358441 is a reply to message #358436] Tue, 05 November 2019 09:08 Go to previous messageGo to next message
Hawkeye is currently offline Hawkeye

 
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sevenfm wrote on Mon, 04 November 2019 18:39
edmortimer wrote on Mon, 04 November 2019 03:47
Unfortunately, without starting a new game the 98k rifles already in-game will not get the fix.
I don't think that you need a new game to change item's attachments. The only thing that needs a new game is merc profile which is stored in save file, and visited maps.
What Seven said. Changes to attachments and item xmls don't need a new game.

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Re: Border jeep found[message #358445 is a reply to message #358440] Tue, 05 November 2019 10:15 Go to previous messageGo to next message
silversurfer

 
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PFCParts wrote on Tue, 05 November 2019 03:35
Thanks, I actually found the border jeep at I think M13 border checkpoint. But I still don't know how I can set them to go off terrain, because all jeeps except for the general's jeep can go off road.
You need to set the corresponding movement type for the vehicle as described in Vehicles.xml.
MvtTypes:			0 - FOOT	//anywhere
					1 - CAR	//roads
					2 - TRUCK	//roads, plains, sparse
					3 - TRACKED	//roads, plains, sand, sparse
					4 - AIR	//can traverse all terrains at 100%



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

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Re: Kar98k not accepting GW ZF x4 scope[message #358450 is a reply to message #358441] Tue, 05 November 2019 15:34 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Quote:
Unfortunately, without starting a new game the 98k rifles already in-game will not get the fix.

I don't think that you need a new game to change item's attachments. The only thing that needs a new game is merc profile which is stored in save file, and visited maps.

What Seven said. Changes to attachments and item xmls don't need a new game.
Well, I had a long running battle with attachment problems with items placed by the map editor. Changes in attachments cause attachments to disappear when placed on the weapon. So . . . yes, he needs a new game if he doesn't want the karabiners placed on-map to eat attachments.

And if he or someone else goes to changes other attachments . . . they should know it will cause disappearing attachments with items placed by the map editor.

[Updated on: Tue, 05 November 2019 15:41]

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Re: Border jeep found[message #358452 is a reply to message #358445] Wed, 06 November 2019 03:23 Go to previous messageGo to next message
PFCParts is currently offline PFCParts

 
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Yeah, I set the warden jeep to 2 and even 3 on MVT. I even tried to change the MVT settings to 2 and 3 on other data files like 1.13 and the original game's vehicle.xml files. When I loaded back in the warden jeep still won't go offroad. Any ideas on what I'm doing wrong? BTW when I changed the amount of mercs per vehicle in the vehicle xml it actually worked, so I don't know why changing mvttypes won't work.

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Corporal
Re: Border jeep found[message #358455 is a reply to message #358452] Wed, 06 November 2019 18:31 Go to previous messageGo to next message
silversurfer

 
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It seems the movement type for a vehicle is only set when it is found. As you already have the vehicle you cannot set a new type.


Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

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Re: Border jeep found[message #358456 is a reply to message #358452] Wed, 06 November 2019 20:48 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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What version of AV are you playing? I checked vehicles.xml and all the jeeps are set to MVT type 2, so should be off-road.

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Re: Border jeep found[message #358460 is a reply to message #358456] Thu, 07 November 2019 08:02 Go to previous messageGo to next message
PFCParts is currently offline PFCParts

 
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The first download link on the Download section of the blog: 1.11. And I checked and found out that when I start a new game the movement changes apply to the vehicles finally.

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Re: Kar98k not accepting GW ZF x4 scope[message #358461 is a reply to message #358450] Thu, 07 November 2019 08:17 Go to previous messageGo to next message
PFCParts is currently offline PFCParts

 
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Also, how do I change the pictures of the m16a1? Because in bobby rays, the description boxes, etc it displays the m16a1's picture as an m16a4's and the m16a4's picture is set to an m16a1's.

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Re: Kar98k not accepting GW ZF x4 scope[message #358464 is a reply to message #358461] Fri, 08 November 2019 01:26 Go to previous messageGo to previous message
edmortimer is currently offline edmortimer

 
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In ../Data-AV/Items/Items.XML look up the M18a1 & M16A4 and switch the value within the <ubGraphicNum> tag.

Now, I'm confused because in my install the pictures are assigned correctly, and while I have modified the names, descriptions, and various weapon data, I have not modified the graphics. They both use ../Data-1.13 graphics.

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