Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » Arulco Vacations » AV v1.11 Download, Discussion & Bug Reports
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Re: AV v1.11 Download, Discussion & Bug Reports[message #358362 is a reply to message #358354]
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Fri, 25 October 2019 03:00
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Colt 45 Peacemaker |
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Messages:409
Registered:June 2016 Location: Norway |
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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]
Nipson anomimata mi monan opsinReport message to a moderator
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Master Sergeant
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Re: AV v1.11 Download, Discussion & Bug Reports[message #358373 is a reply to message #358371]
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Sat, 26 October 2019 01:10
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edmortimer |
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Messages:1533
Registered:January 2015 Location: Home Free |
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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 #358377 is a reply to message #358373]
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Sat, 26 October 2019 20:46
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mikukion |
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Messages:7
Registered:October 2019 |
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edmortimer wrote on Sat, 26 October 2019 00:10It'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.
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Private
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Re: AV v1.11 Download, Discussion & Bug Reports[message #358422 is a reply to message #358415]
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Fri, 01 November 2019 22:22
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edmortimer |
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Messages:1533
Registered:January 2015 Location: Home Free |
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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]
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Fri, 01 November 2019 22:30
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edmortimer |
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Messages:1533
Registered:January 2015 Location: Home Free |
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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!
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Re: Kar98k not accepting GW ZF x4 scope[message #358435 is a reply to message #358433]
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Mon, 04 November 2019 09:30
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PFCParts |
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Messages:44
Registered:November 2019 |
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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] Report message to a moderator
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Corporal
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Re: Kar98k not accepting GW ZF x4 scope[message #358439 is a reply to message #358435]
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Tue, 05 November 2019 04:33
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edmortimer |
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Messages:1533
Registered:January 2015 Location: Home Free |
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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] Report message to a moderator
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