Home » PLAYER'S HQ 1.13 » v1.13 Solutions,Tips & Spoilers » So, how do those new LBEs work? (MOLLE and al.)
icon5.gif  So, how do those new LBEs work?[message #361161] Tue, 08 September 2020 01:25 Go to next message
Kurt is currently offline Kurt

 
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Plenty of new load-bearing equipment options have appeared, but I'm a little lost and search yielded nothing.
Are there any instructions, hints (or even just rumors) about it to be found somewhere?

For instance what is a "carabiner" good for?
I also see a vest with just a single newfangled slot (bearing a strange pictogram - another carabiner?): I'm suspecting there is a trick here, and you can actually transport more than just a packet of chewing gum on that vest...

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Master Sergeant
Re: So, how do those new LBEs work?[message #361166 is a reply to message #361161] Tue, 08 September 2020 02:20 Go to previous messageGo to next message
Kitty

 
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You are probably refering to so-called MOLLE (in BR often also 3.11).

This is a modular LBE-system. You get a leg-rig or vest and can attach other pockets (if also for Molle) on them. This will allow you to individualize the leg-rigs and vests. Ingame, when your merc is wearing them, you can click on the vest/rig and a list of possible attachments should show up. The rigs and vests vary on how much and how big the attached pockets can be.

That said, sadly there is no guide on those that I'm aware of. Plus, the naming doesn't allways gives an hint. In BR-description, they are often descripted with something like "modular".

Foe whatever reason, linking seems not to working as it should. But here you find kinda guide how to create them, which may help to grasp what those are all about.


Home » MODDING HQ 1.13 » v1.13 Modding, Customising, Editing » v1.13 XML Customization » Creating Molle Items (Guide))

CreatingMolleItems(Guide)]Creating Molle Items (Guide)

Home » MODDING HQ 1.13 » v1.13 Modding, Customising, Editing » v1.13 XML Customization » Creating a MOLLE backpack set

Creating a MOLLE backpack set

Edit: added a second link matching the topic

Removed the & from link for it to work - Moderator

[Updated on: Wed, 07 December 2022 05:22]

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Master Sergeant
Re: So, how do those new LBEs work?[message #361167 is a reply to message #361166] Tue, 08 September 2020 02:39 Go to previous messageGo to next message
Kurt is currently offline Kurt

 
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Kitty wrote on Tue, 08 September 2020 01:20
You are probably refering to so-called MOLLE
Indeed.


Kitty wrote on Tue, 08 September 2020 01:20
Ingame, when your merc is wearing them, you can click on the vest/rig and a list of possible attachments should show up.
Didn't happen for me. I must have done something wrong, but now I know what it's supposed to do I'll try again.

I did indeed expect compatible items to light up as they always do, but that didn't explain how to assemble/use them.
Besides, some items (seem to) have almost no carrying space: One thigh rig has less carrying capacity than no thigh rig at all! The old pouches feel like expedition rucksacks in comparison...


Kitty wrote on Tue, 08 September 2020 01:20
Foe whatever reason, linking seems not to working as it should.
Okay, so it's not just me...


Kitty wrote on Tue, 08 September 2020 01:20
http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=21418&goto=326499&#msg_326499
*eyes glaze over* Thanks, but that is akin to ancient Sumerian for me.
The only thing I've learned is that it is more complicated than I thought... suprised big grin

I'll try some more, tomorrow.

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Master Sergeant
Re: So, how do those new LBEs work?[message #361169 is a reply to message #361167] Tue, 08 September 2020 03:38 Go to previous messageGo to next message
Kitty

 
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Let your merc wear the vest/rig. rightclick on rig/vest and description should pop-up. You'll see a picture of the item and four small square fields right from the picture. Mouse-ver the empty fields and there should apear a list with header "attachments" and possible pockets to attach. If, instead of mouse-over, doing a left-click, names of pockets should appear, some grey, some green. Grey ones are possible, but not available in this sector. Green ones are arround. if clicking on a green name, it should auto-attach to rig/vest. sometimes this list starts with a green "more". if clicked on this, next page of possible pocket should show. If the stuff with grey/green don't work, it may can be nescessary to open sector inventory as well, if so, make sure that lbe is shown in sector inventory (you can choose what's shown on top of sector inventory).

Not all of those rigs are more useful then standard LBE, like you said, many can carry less, but for individalize the gear, some can be pretty cool. I assume, for most players those are not used much. It comes to personal preference. I like them, mainly because they allow my mercs to carry more of the small stuff, like canteens or syringes, etc. For the vests, it may can be a pain, because in standard-vests ammo-pockets you can also put in other stuff, which often isn't the case for Molle-Vest, which can restrict what you can carry.

For my doctors I like Molle-stuff, for my machine-gunner not so much, depends on what you as player like. If you use two carabiners on a rig, you can store a canteen and a google (day) on them, or a bottle of alcohol for later use to create a improvised bandage (two rags merged= dirty bandage, dirty bandage+alcohol=bandage) or a syringe pocket to carry some medicine-syringes when you play with disease on. The medical molle-pouch can be used to carry a medkit, first-aid-kit and some smaller stuff on one leg, allowing to use a medkit without opening the backpack. But all of this can also be done with other pockets. Up to personal playstyle.

But yes, it's a shame that there is no guide, like a pdf with pictures or something alike. But since I work on upadting a 7609-mod to recent 1.13, I won't volunteer for this guide any time soon happy

[Updated on: Tue, 08 September 2020 03:40]




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Master Sergeant
Re: So, how do those new LBEs work?[message #361171 is a reply to message #361169] Tue, 08 September 2020 04:05 Go to previous messageGo to next message
Kurt is currently offline Kurt

 
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Kitty wrote on Tue, 08 September 2020 02:38
Let your merc wear the vest/rig. rightclick on rig/vest and description should pop-up.
"Right-click", that was the information I was missing! Thank you a lot, you're really a life saver!


Kitty wrote on Tue, 08 September 2020 02:38
Grey ones are possible, but not available in this sector. Green ones are arround.
I'll probably see all green, I've dropped a mountain of that new stuff there to try it out. *nods*


Kitty wrote on Tue, 08 September 2020 02:38
in standard-vests ammo-pockets you can also put in other stuff, which often isn't the case for Molle-Vest, which can restrict what you can carry.
Yes, I noticed that. I always place a 1st aid kit in the vest (even if the merc has 0 medical), and that isn't possible here.
Oh well, I'll decide I'll like or dislike them only when I've managed to make them work as intended.


Kitty wrote on Tue, 08 September 2020 02:38
For my doctors I like Molle-stuff, for my machine-gunner not so much
I see, makes sense.



Kitty wrote on Tue, 08 September 2020 02:38
If you use two carabiners on a rig
All right, how do you use those carabiners? Seems they just take up a slot, and then what?



Kitty wrote on Tue, 08 September 2020 02:38
I won't volunteer for this guide any time soon happy
Hey, volunteer or not you wrote it nevertheless... big grin
You gave me enough information to point me in the right direction, now I know the logic of the stuff I think I'll be able to manage by myself. Thanks a lot!

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Master Sergeant
Re: So, how do those new LBEs work?[message #361172 is a reply to message #361171] Tue, 08 September 2020 06:36 Go to previous messageGo to next message
SinMachina is currently offline SinMachina

 
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So you can attach a carbiner, that then allows you to attach more molle attachments. Think of it as you have a D ring clipped into your LBE vest, and from there you have a couple of magazine pouches that dangle.

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Corporal
Re: So, how do those new LBEs work?[message #361173 is a reply to message #361172] Tue, 08 September 2020 09:38 Go to previous messageGo to next message
Kitty

 
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Quote:
So you can attach a carbiner, that then allows you to attach more molle attachments. Think of it as you have a D ring clipped into your LBE vest, and from there you have a couple of magazine pouches that dangle.
Hmm, I don't think it's working this way. As far as I understand, the carabiner is just a kinda strange shaped pocket. What kind of pockets and how many are allowed on the "carrier" (vest/rig/backpack) is defined mostly in LoadBearingEquipment.xml and the xmls corresponding with it (like AttachmentSlots.xml, Pockets.xml, etc - see link above to "Creating-Molle-Items-Guide").
It's been a while since I looked closer into this, so please correct me if I'm wrong and there are changes I'm not aware of.

Quote:
All right, how do you use those carabiners? Seems they just take up a slot, and then what?
You can put certain items onto the carabiner (like e.g. canteens, bottles, etc.), like you put ammo into a ammo-pocket or bigger stuff into the bigger pockets.





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Master Sergeant
Re: So, how do those new LBEs work?[message #361180 is a reply to message #361173] Tue, 08 September 2020 15:03 Go to previous messageGo to next message
Kurt is currently offline Kurt

 
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Kitty wrote on Tue, 08 September 2020 08:38
You can put certain items onto the carabiner (like e.g. canteens, bottles, etc.), like you put ammo into a ammo-pocket or bigger stuff into the bigger pockets.
Hm. Doesn't sound very useful. Could as well put said canteen at the carabiner's place and spare yourself some additional manipulation when using it. (Unless of course I misunderstood or missed something, both quite likely.)

I'll take some time to test this later, this evening. Thanks again!

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Master Sergeant
Re: So, how do those new LBEs work?[message #361181 is a reply to message #361180] Tue, 08 September 2020 16:05 Go to previous messageGo to next message
CarsonBlackman is currently offline CarsonBlackman

 
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You can hang all sorts of things from a carabiner including other LBE items. I know it's unrealistic but you can even fill up a TIMS pack and hang it from a carabiner. Or a TT Mod Pack with a couple of carabiners on it with other LBE attached to them, and so on and so on...
This is a great way to outfit your mules to lug equipment from one town to another. Outfit Hamous with a MOLLE vest, a TT Mod Pack, and a couple of leg rigs with carabiners in all the slots then hang packs and pouches loaded with goodies from them.
I know, unrealistic as hell. Think of it a Hamous being a crate (or several crates) that you load with equipment, then use the helicopter to transport them.

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Corporal
Re: So, how do those new LBEs work?[message #361182 is a reply to message #361181] Tue, 08 September 2020 18:45 Go to previous messageGo to next message
Kitty

 
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CarsonBlackman wrote on Tue, 08 September 2020 16:05
You can hang all sorts of things from a carabiner including other LBE items. I know it's unrealistic but you can even fill up a TIMS pack and hang it from a carabiner. Or a TT Mod Pack with a couple of carabiners on it with other LBE attached to them, and so on and so on...
This is a great way to outfit your mules to lug equipment from one town to another. Outfit Hamous with a MOLLE vest, a TT Mod Pack, and a couple of leg rigs with carabiners in all the slots then hang packs and pouches loaded with goodies from them.
I know, unrealistic as hell. Think of it a Hamous being a crate (or several crates) that you load with equipment, then use the helicopter to transport them.
That doesn't work for me. Which version of 1.13 and/or mod are we talking about ? suprised



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Re: So, how do those new LBEs work?[message #361183 is a reply to message #361180] Tue, 08 September 2020 18:47 Go to previous messageGo to next message
Kitty

 
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Examples of possible combinations and useage of Molle Items

https://i.imgur.com/oPX1BeD.jpg

Edit: re-uploaded picture

[Updated on: Wed, 07 December 2022 04:45]




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Re: So, how do those new LBEs work?[message #361189 is a reply to message #361183] Tue, 08 September 2020 23:35 Go to previous messageGo to next message
Kurt is currently offline Kurt

 
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Hm. It almost seems like those items work differently for each user (and sometimes not at all...). I've spent an hour and got the general idea, I even managed to assemble some rigs, but clearly not always the way it was intended.
For instance I can't put a simple Beretta pistol in the "Big Pistol Holster" once I have pinned it to something. And the "small/normal Pistol Holster" thingy doesn't accept my pistol at all, even when unpinned (tried a Beretta and a Dart gun). That's definitely not normal, is it.

The only thing I managed to attach to a carabiner is a canteen. It refuses anything else...

The medic pouch on top of your picture only accepts a medic bag for me, all other slots are greyed out. Or did you add pouch modules in those empty slots? I didn't think to check if it's possible, will do so tomorrow.
Finding what module can go where is a game all on itself!... big grin

Anyway, as I said, I think I've understood the idea of how it all works (when it works). Although ingenious, it's very complicated, has still some bugs, and I guess in a normal game it must take ages before you have accumulated enough modules to make a useful assembly, doesn't it? I've used the editor to dump the whole selection on the map, and yet I'm struggling to find useful combinations fitting the roles my mercs have. I definitely can understand some people like it, while others find the effort/result ratio lacking. I'm slowly tending towards the second group, especially if I can't even put a simple pistol (no attachments, not even ammo) in what calls itself a pistol holster...

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Master Sergeant
Re: So, how do those new LBEs work?[message #361192 is a reply to message #361189] Wed, 09 September 2020 01:59 Go to previous messageGo to next message
SinMachina is currently offline SinMachina

 
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My main gripe with the modular aspect of LBE is that it is so complicated, yes. However, I've also came to the conclusion that you don't need to actually fully optimize it as a player to get value out of it. A standard thigh rig and LBE vest is usually all I need for combat ready mercs.

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Corporal
Re: So, how do those new LBEs work?[message #361194 is a reply to message #361189] Wed, 09 September 2020 05:48 Go to previous messageGo to next message
Kitty

 
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"Casualty Response Kit"
- mouseover shows smaller Molle pouches attached to this Molle Carrier Item (the big pocket at bottom is already part of this carrier item)
- the attachment slots at right side of picture show attached items (same as mouse-over)

https://i.imgur.com/zq7QPz9.png

Molle is a modular LBE-System. It consists of moduls. Onto the base module (the carrier: rig, vest, backback) other modules can be attached.

To attach an attachment it has to be put into the attachment-slot.

Examples: To attach a Silencer to a pistol, put the silencer into the according attachment-slot. To attach Ceramic plates to an Armor-Vest, put it into the according Attachment-Slot.

Same as in the above examples applies to the Molle-System.

Those attachments can also auto-attached. To do so, click into the empty attachment-slot and a pop-up appears. In this pop-up there will be names of possible attachments for this slot.

If grey, then they are possible, but not available in sector. If green, they are available. Another click on the green-coulered name of the item will auto-attach it to slot.
This can be used for Molle, but also for all other attachments (Weapon-attachments, armor-attachments, etc).

If auto-attachment is not desired, the same can be done be placing the attachment directly in slot.

In the picture above, you'll see the Molle-item "Casualty Response Kit". This is the carrier-module. Put it on mercs leg. Right-click on it to open the desccription-box.

On top of Description-Box there is picture of the carrier-module. Righthand from this picture, there are four small squares. If the carrier is empty (nothing attached), those fields are empty.

Like mentioned before, if clicking in one of those empty slots a pop-up with the mentioned green/grey possabilies appears.

Wether per auto-attach (see above) or directly (see above), put the desired attachment of your choice into the attachment-slot (here: those four little square-shaped fields).

While doing so, some names in the pop-up may change to red (instead of green or grey). This is giving the player a hint, that the red-named item is to big to attach.

The Molle-carriers have a pre-defined space (see left side of picture, the pop-up says "Space: 10/22". In this case 10 out of 22 are allready occupied.
An attachment that would lead to a more then 22, would have a red colour instead of green or grey.

This isn't Molle-specific, can also be seen on e.g. attachment-slots of weapons, if you try to put on an attachment that isn't compatible with what you allready have attched to the weapon.

When the attachments are attached to the carrier (see top of right-half of picture) you can close the description and start filling the Molle.

Some pouches are specialized. Like, e.g. the "3.11 Med Pouch" is meant for the first-aid-kit. Others like, e.g. the "Syringe Pouch" are not fully restricted. Besides syringes they also can carry a range of other small stuff (e.g. surgigal mask and gloves, rags, etc).

All those pouches and carriers are adjustable (see Guide for Creating Molle Items).

And of course, at the end of the day, it's totally optional wether a player uses the Molle-LBE or not.

I'm not trying to convince anybody to use it, I'm trying to answer questions.

Like I said, it's up to personal preference and playstyle. Which is true for the vast majority of stuff in 1.13, which is one of the cool things about it. If you want to end the game, kill the Queen. Anything else is up to the player.

Edit: re-uploaded picture

[Updated on: Wed, 07 December 2022 04:49]




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Master Sergeant
Re: So, how do those new LBEs work?[message #361196 is a reply to message #361194] Wed, 09 September 2020 10:24 Go to previous messageGo to next message
SinMachina is currently offline SinMachina

 
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THAT is a very well detailed explanation. Thank you.

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Corporal
Re: So, how do those new LBEs work?[message #361200 is a reply to message #361194] Wed, 09 September 2020 14:33 Go to previous messageGo to next message
Kurt is currently offline Kurt

 
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Kitty wrote on Wed, 09 September 2020 04:48
To do so, click into the empty attachment-slot and a pop-up appears. In this pop-up there will be names of possible attachments for this slot.
For me the pop-up doesn't have any colors, it's just a (white) list of possible attachments.
But maybe I'm doing something wrong, I'll try it again later today.


Kitty wrote on Wed, 09 September 2020 04:48
While doing so, some names in the pop-up may change to red (instead of green or grey). This is giving the player a hint, that the red-named item is to big to attach.
No colors for me, but trying to fit modules manually I got repeatedly a little pop-up text box saying "Not enough space for that" (or some such). That's how I understood there is limited space in the parent MOLLEs.

I'm using 8796 SCI though. *scratches head*


Kitty wrote on Wed, 09 September 2020 04:48
The Molle-carriers have a pre-defined space (see left side of picture, the pop-up says "Space: 10/22". In this case 10 out of 22 are allready occupied.
I don't recall seeing any weight display, but then again I didn't look for it. As I said above, will try again later, I'm increasingly curious to know what's going on here...


Kitty wrote on Wed, 09 September 2020 04:48
I'm not trying to convince anybody to use it, I'm trying to answer questions.
And you're doing an excellent job at it! thumbs up Thank you once again!
BTW you did write that MOLLE tutorial you didn't want to write...


Anyway, I'm wondering why my experience is so different from what you describe. I'd be tempted to put it on account of "stupid ignorant user doing 32 things at the same time", but the fact that (for instance) I never saw that color coding is troubling. I'll have a good look at it later today before wiping that map and trying other stuff. Now I have to run!


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Master Sergeant
Re: So, how do those new LBEs work?[message #361201 is a reply to message #361200] Wed, 09 September 2020 17:26 Go to previous messageGo to next message
Off_Topic is currently offline Off_Topic

 
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The Carabiner was meant to be used for "snapping" items with a strap etc... to your vest/leg. The gasmask being a good example.It's been a while since i did it, but within the limitations of item size/type i tried to make it as realistic as possible.

Yes, you can attach other LBE, but i figured anything that can be hooked through a carabiner is a viable option.

I made the pockets item specific so there would be a pro/con to using LBE over MOLLE. I figured MOLLE would appeal to players that wanted a more specialised load out.it's the same reason it's more expensive and only available for the most part from B. Ray's.

At the time i envisioned it being like a mini game, trying to optimize MOLLE rigs etc..within the constraints of the volume allowed. It could maybe do with some adjustments as i probably overlooked some balancing issues, so i have some free time now if anyone had suggestions. I messed around with a lot of item volumes so there was some kind of progress in upgrading MOLLE equipment and what you can carry. The low end MOLLE equipment is designed to be limiting until you splash cash and get the top tier vests and rigs.

[Updated on: Wed, 09 September 2020 17:27]

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Re: So, how do those new LBEs work?[message #361205 is a reply to message #361201] Thu, 10 September 2020 02:34 Go to previous messageGo to next message
Kurt is currently offline Kurt

 
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Off_Topic wrote on Wed, 09 September 2020 16:26
The Carabiner was meant to be used for "snapping" items with a strap etc... to your vest/leg. The gasmask being a good example.
The gas mask is one of the things my carabiners don't accept...
They do accept canteens and blood bags. Pretty much nothing else. speechless


Off_Topic wrote on Wed, 09 September 2020 16:26
I figured MOLLE would appeal to players that wanted a more specialised load out.
Indeed, it's pretty interesting to be able to "build your own", but IMHO there are too many restrictions and the whole system doesn't always work as expected, I think.


Off_Topic wrote on Wed, 09 September 2020 16:26
if anyone had suggestions.
It took me a long and repeated explanation (with pictures!) from Kitty to get this to work as intended. The fact I'm still not sure what's a bug and what's human error shows this is maybe a little too complicated, no?...

The system very different from how Jagged Alliance usually works (drag-drop the attachments yourself), and the quirks (bugs?) make it even more difficult to guess how it is supposed to work, since some things work in some way, other apparently don't. So I'd suggest to add a short instruction in the item description text you get when right-clicking: "Left-click on the empty fields to see available options". That would definitely point the user in the right direction.

Remains that this doesn't seem to work for all items (for instance the carabiner only closes the window when I click, so I still don't know what it accepts). And there are items which apparently don't work at all, like the holster pouch, which won't accept a Beretta 93R (without any attachment), not even the Dart gun. I surmise that might have something to do with it being built for a specific pistol, and other pistols are too big/heavy/ugly/something.

Speaking of which, the new fields are often way too restrictive, for instance the "SMG holsters" Tex Colburn is equiped with do still accept his big pistols, but not the pistols' ammunition anymore - since their modern ammunition slots now only accept small-caliber SMG magazines... So if you hire Tex, he arrives with his spare ammunition stuck in, er, the void...

Long story short, there is now no holster left able to accommodate all those big pistols and their ammunition. No, the "Big Pistol Holster" has ammo slots which don't like speedloaders, they only accept straight magazines.

Fortunately one can still use the old "AR-Mag/Utility Pouch" which has a generic medium bag and a generic AR ammo slot. Both being generic, you can stuff Tex's revolver and a couple speedloaders in there...


Off_Topic wrote on Wed, 09 September 2020 16:26
The low end MOLLE equipment is designed to be limiting until you splash cash and get the top tier vests and rigs.
I just used the Map Editor to dump a couple of each modules on the A9 starting map, so I could play with it and see what can be done. (I'm exploring, not playing a game)

----

All right, I sounded pretty much negative. My honest opinion is that the idea is good, but the implementation is unfinished. You need a lot of additional pouch types because the fields are so restrictive, but it would turn this into a huge Meccano™ game, and I'm wondering if simplifying the system a little wouldn't yield better results (and less bugs).

I'd suggest to keep the general idea and the auto-attach system, but using generic (old style) fields. Instead of having a "small caliber straight magazine, pistol", a "small caliber straight magazine, SMG", a "small caliber speedloader", a "medium caliber..." (and so on) fields, go back to the 3-4 generic ammo fields of yore, this will reduce choice, and thus confusion. IMHO in this case less is more.

Just my 2 cent's worth, if you don't like it, forget you ever saw it... big grin

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Master Sergeant
Re: So, how do those new LBEs work?[message #361207 is a reply to message #361200] Thu, 10 September 2020 03:05 Go to previous messageGo to next message
Kitty

 
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Location: Germany
Kurt wrote on Wed, 09 September 2020 14:33

For me the pop-up doesn't have any colors, it's just a (white) list of possible attachments.


No colors for me, but trying to fit modules manually I got repeatedly a little pop-up text box saying "Not enough space for that" (or some such). That's how I understood there is limited space in the parent MOLLEs.


I don't recall seeing any weight display, but then again I didn't look for it. As I said above, will try again later, I'm increasingly curious to know what's going on here...
The colours shown, when doing a left-click on an available attachment-slot and auto-attaching stuff, are not Molle-specific. There is a chance, you've allready seen them at different places, like:

Picture: Examples of drop-down menues of attachment slots (left-click on slot) and what different text-colours indicate

https://i.imgur.com/FqaL7NI.jpg

With Molle, you should see something like this:

Picture: Examples of drop-down menues of attachment slots (left-click on slot) with Molle Items and examples of mouse-over on attachment slots of Molle Items

https://i.imgur.com/cXq5rUP.jpg


Keep in mind to wear the item on merc when attaching pouches. If everything is grey (or white for you, subjectivity of perception), then try opening the sector-inventory while attaching. Sector-Inventory should of course contain the Molle-pouches in question.

If you get "not enough space for this", it is what it says. When trying to attach, like in the examples in the second picture of this post, the colours could save some time and make it easier to see which pouch will fit and which not.

It might be worth considering to experiment with Molle, when you also have a bunch of the items in sector you later on want to carry. Like, different weapons, ammo, repair-kit, all the small stuff, etc. A lot has changed since the 33xx version you are used to. If you for example, carry a KCB-knife there is no more need to bother where to fit this wire-cutter, because the KCB allows wire-cutting as well. Or, if you play with disease on, you should worry about a place to store the mask and gloves to reduce infection-chance. Therefore there might be more changes in recent 1.13, that'll effect the way you choose the gear.
--
Edit: re-uploaded pictures, added description text to pictures
--

[Updated on: Wed, 07 December 2022 04:56]




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Master Sergeant
Re: So, how do those new LBEs work?[message #361208 is a reply to message #361182] Thu, 10 September 2020 03:08 Go to previous messageGo to next message
CarsonBlackman is currently offline CarsonBlackman

 
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Kitty wrote on Tue, 08 September 2020 18:45

That doesn't work for me. Which version of 1.13 and/or mod are we talking about ? suprised
JA2 1.13 Revision 8796
I created a .jpg similar to your example showing LBE's attached to carabiners with additional LBE's attached to carabiners on them, all loaded with equipment but it appears that I need admin permission to attach files.

[Updated on: Thu, 10 September 2020 03:10]

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Corporal
Re: So, how do those new LBEs work?[message #361209 is a reply to message #361207] Thu, 10 September 2020 03:43 Go to previous messageGo to next message
Kurt is currently offline Kurt

 
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Kitty wrote on Thu, 10 September 2020 02:05
The colours shown, when doing a left-click on an available attachment-slot and auto-attaching stuff, are not Molle-specific. There is a chance, you've allready seen them at different places, like:
Well, when I get a window, it looks like this:

"Grenade" (greyed out or white/green (can't recall which))
(name of the weapon the merc is holding) (white)
"-No Matching Ammo -" (red)

Funny thing is it's always the same text, only the weapon names' change accordingly, and the whole thing is a lie, there is both ammo and grenades available, both on the sector inventory and in the merc's backpack...


Kitty wrote on Thu, 10 September 2020 02:05
With Molle, you should see something like this:
Yup, I'm much wiser than yesterday! big grin
I've seen the light colors, although as I said in my post above not every MOLLE item shows them (carabiner...).


Kitty wrote on Thu, 10 September 2020 02:05
Keep in mind to wear the item on merc when attaching pouches. If everything is grey (or white for you, subjectivity of perception), then try opening the sector-inventory while attaching. Sector-Inventory should of course contain the Molle-pouches in question.
Did all this. *nods*


Kitty wrote on Thu, 10 September 2020 02:05
When trying to attach, like in the examples in the second picture of this post, the colours could save some time and make it easier to see which pouch will fit and which not.
Yes, I managed to get this to work. Check my reply to Off_Topic above.


Kitty wrote on Thu, 10 September 2020 02:05
If you for example, carry a KCB-knife there is no more need to bother where to fit this wire-cutter, because the KCB allows wire-cutting as well.
That was already in 3356... happy

You'd be surprised how evolved 3356 (2008) was (Aggressive AI, aggressive queen, all this already existed 12 years ago)... Actually the only new things are food, diseases, dirt, MOLLE, the new skills, overheating weapons, bigger squads, and some minor things which have been modified. I might forget some, but the game is not that far from what I'm used to. The only problem is those new parts add complexity.


Kitty wrote on Thu, 10 September 2020 02:05
Or, if you play with disease on
Baby steps. I'll try to get the hang of the new combat system already before I add calamities. Diseases are on my to-play list, as are zombies...

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Master Sergeant
Re: So, how do those new LBEs work?[message #361210 is a reply to message #361201] Thu, 10 September 2020 03:47 Go to previous messageGo to next message
Kitty

 
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Off_Topic wrote on Wed, 09 September 2020 17:26
I figured MOLLE would appeal to players that wanted a more specialised load out.
Check, that's what it does for me thumbs up



Off_Topic wrote on Wed, 09 September 2020 17:26
It could maybe do with some adjustments as i probably overlooked some balancing issues, so i have some free time now if anyone had suggestions.
Hm, I'm pretty much used to it now. Some things that come to mind are:


The naming/description in BR and ingame-names probably should be more consistent. For beginners it might be hard to even tell which LBE is for Molle. Maybe all with prefix 3.11 or "Molle" in BR-description and ingame names.

The pouches for shotgun-ammo may should allow to carry more of the ammo. Iirc, one of those only allows one piece of shotgun-ammo.

As for leg-rigs, I pretty much only use the spectre-rig for non-doctors. At the time I can afford the stuff, I tend to only use this, since the allowed pouches seem to fit my playstyle best. I can't clearly tell what's bugging me about the others (besides volume), but if maybe some of the other rigs could get a "concealed"-flag or another perk, to make them more attracting to choose ?

What I've tried for myself, is changing the "ammo belt", so that it also allows to carry one mortar-shell.

Some of the smaller, specialized pouches I nearly never use, but that's probably up to my playstyle.

For more, I have to look at some savegames first.

It's probably not a Molle thing, but the pop-up isn't allways fully readable (see pictures above).

Thanks for this, I like it a lot.



How to get: latest 1.13, 7609 and more | 7609 SCI (eng) | Compiling+SVN

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Master Sergeant
Re: So, how do those new LBEs work?[message #361211 is a reply to message #361210] Thu, 10 September 2020 04:02 Go to previous messageGo to next message
Kurt is currently offline Kurt

 
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Kitty wrote on Thu, 10 September 2020 02:47
allows to carry one mortar-shell
Ah yes, that has always been lacking, some effective way to carry mortar shells (since we don't have mortar shell crates).

In 3356 I created myself a shell-carrying pack, able to carry 3x3 shells (sounded like the maximum you should be able to carry, but that's just IMHO).

That, and a "we're moving the sector" backpack/crate/container, something with 4 car-type slots, where weight is the only limitation. It doesn't matter if it has a huge AP/speed penalty, the point is to allow putting about anything in there, including ammo crates. I'm a packrat/logistics maniac, I couldn't live without it. Cars are fine, but some times you can't/don't want to use them, and usually there are lots of mercs you're already paying. Besides, overloading them increases their strength and health!...

[Updated on: Thu, 10 September 2020 04:03]

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Master Sergeant
Re: So, how do those new LBEs work?[message #361212 is a reply to message #361209] Thu, 10 September 2020 05:06 Go to previous messageGo to next message
Kitty

 
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When you get this


Kurt wrote on Thu, 10 September 2020 03:43


Well, when I get a window, it looks like this:

"Grenade" (greyed out or white/green (can't recall which))
(name of the weapon the merc is holding) (white)
"-No Matching Ammo -" (red)

you have to recall

Kurt wrote on Tue, 08 September 2020 04:05

"Right-click", that was the information I was missing!
because it shows up when you left-click on empty slot.


--------------


Wear the Molle-Item on merc. Like, when leg-rig, equip it on leg.

Right-click on picture of this equiped leg-rig (or whatever you use instead).

This will open the Description-Box. Inside this description box, the attachment-slots are righthand to the picture of the leg-rig in use (see pictures).

That's happening for anything, not only Molle. Like, when you, e.g. right-click on an armor the merc is wearing, it'll also open the description-box.

And righthand to the picture of the armor are four square slots, which are the attachment-slots for the armor.

Or, if you right-click on equiped weapon, the description-box for the weapon pops up and you'll see the available attachment-slots.

Only difference is, that for weapon the slots are where they are supossed to be on a weapon (slot for silencers, muzzle, etc is at the front. scopes, etc are where one would assume a rail can be, therefore on top of weapon-picure ...)

But in principle, it's allways the same. Right-click, description-box, attach to valid slot (if there is one).

If you then leftclick on one of those slots, you'll get the colours and possabilty to auto-attach. That is, if the item has any valid attachment-slots.

If it doesn't have any valid attachment-slots, it says someting like "default slot" or so, iirc. Or if you drag and drop something there, something like "can't attach.."

Doing this left-click or auto-attach is fully optional. If you prefer, you can just drag and drop attachments directly to the attachment-slot.

The possible benefit of the pop-up with the colours is, that the player get's a better feedback on what is fitting and some like the auto-attach, since it can save some time and is therefore often percieved as convinient.

If you're not satisfied with the holsters, you can try to change it's values (See link to Guide in one of the posts at top of the thread). But, iirc, the "russian holster" can fit huge pistols and revolvers, even Casul or Grizzly.

Gasmask is strange, as you can see in my pictures, it's fitting on carabiner for me.







How to get: latest 1.13, 7609 and more | 7609 SCI (eng) | Compiling+SVN

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Master Sergeant
Re: So, how do those new LBEs work?[message #361213 is a reply to message #361211] Thu, 10 September 2020 05:30 Go to previous messageGo to next message
CarsonBlackman is currently offline CarsonBlackman

 
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Kurt wrote on Thu, 10 September 2020 04:02
Ah yes, that has always been lacking, some effective way to carry mortar shells (since we don't have mortar shell crates).
My method of hanging LBE from caribiners can simulate a mortar shell crate. Take a Black Modular Vest as an example. Instead of pouches, put a caribiner on each small slot. Including the one built in caribiner, the vest now has eight. A TIMS Combat Pack holds six mortar shells. Fill eight of them and hang them from the caribiners. Voila! A mortar shell crate that holds 48 mortar shells. You can even mix shell types, something you can't do with ordinary ammo crates.

[Updated on: Thu, 10 September 2020 05:32]

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Corporal
Re: So, how do those new LBEs work?[message #361216 is a reply to message #361205] Thu, 10 September 2020 10:24 Go to previous messageGo to next message
silversurfer

 
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Kurt wrote on Thu, 10 September 2020 01:34

Long story short, there is now no holster left able to accommodate all those big pistols and their ammunition. No, the "Big Pistol Holster" has ammo slots which don't like speedloaders, they only accept straight magazines.
That is intended.

small Pistols -> Pistol Holster
large Pistol -> Large Pistol Holster
Revolvers -> Revolver Holster

The system is based on item sizes and always has been. Molle is just more restrictive and it needs to be because it allows you to put together your own LBE. In my opinion it makes no sense to be able to store speed loaders in an SMG mag pocket for example.



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Lieutenant
Re: So, how do those new LBEs work?[message #361217 is a reply to message #361216] Thu, 10 September 2020 13:22 Go to previous messageGo to next message
Off_Topic is currently offline Off_Topic

 
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Fool Proof MOLLE use:

1. The basic idea is that the MOLLE carrier has space for MOLLE pouches to be attached. If you are uncertain as to what LBE is or is not MOLLE, look at the "Space" in the info box. If it is 0/0 it is not MOLLE compatible. A MOLLE Vest will say 0/12 empty or 5/12 if partially used, 12/12 if full.

2. MOLLE pouches can be identified by right clicking on an item and reading the General info tab.There it will give you the space/volume taken up by each pouch. If there is no Volume info, it is not a MOLLE pouch.

3.Knowing this, you can work out what you can and can't put on a specific MOLLE Vest/Rig. There are items with various volumes, so to maximize coverage you can chop and change to reach 12/12 etc...

4. Confusion over the "Carabiner" pocket. It was meant to be an approximation of an attachable "D-ring", a metal clip. Within the limitations of the game, it works as a pocket.

5. If you have enough space to attach an item to a MOLLE LBE, just Right click on it and above the Item image you will see slots to place your MOLLE pouch.

6. As Silversurfer pointed out, having an AR mag pouch/Holster take everything would defeat the purpose of having a different weight/volume,new pocket type for all the items in the game.

So, in short, you should be easily able to tell how much space is left on a MOLLE rig, what size pouch can be attached, and if unsure; check the volume of a MOLLE pouch.

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First Sergeant

Re: So, how do those new LBEs work?[message #361219 is a reply to message #361212] Thu, 10 September 2020 19:23 Go to previous messageGo to next message
Kurt is currently offline Kurt

 
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Kitty wrote on Thu, 10 September 2020 04:06
But in principle, it's allways the same. Right-click, description-box, attach to valid slot (if there is one).

If you then leftclick on one of those slots, you'll get the colours and possabilty to auto-attach. That is, if the item has any valid attachment-slots.
That's the new part. In 3356 you still have the (standard JA2) agnostic slots, which did accept any vaguely compatible attachment.

And while that new attachment mode is, as you said, quite intuitive for weapon attachments, the part which threw me was the constant MOLLE "No, I don't like that module" behavior...
Which is why I suggested to simplify things, to meet midway between classic JA2 and the new MOLLE modularity. If conditions were more forgiving, the learning curve would be less steep.


Kitty wrote on Thu, 10 September 2020 04:06
Doing this left-click or auto-attach is fully optional. If you prefer, you can just drag and drop attachments directly to the attachment-slot.
Indeed, and that's what I do (you don't change 20 years of muscle memory).

But, because MOLLE is so peculiar about what can be put in each slot, you just have to use the left-click method for it (or of course know perfectly what goes with what, or just be recreating a combination you know to work).
Get me right, it's a bout the learning curve. For you guys it's obvious, but for me it was a kind of Bang head...


Kitty wrote on Thu, 10 September 2020 04:06
If you're not satisfied with the holsters, you can try to change it's values
Sure, making (and even more editing) old-style LBEs is easy, but I first want to be sure it's not because I missed something/made an error.

(Also Off_Topic asked about feedback, and the problem with just positive feedback is that it's satisfying but useless.)


Kitty wrote on Thu, 10 September 2020 04:06
Gasmask is strange, as you can see in my pictures, it's fitting on carabiner for me.
There is definitely some vague bad will in the system... big grin
Carabiners have never worked for me, neither the stand-alone item, nor the built-in carabiners some vests and packs have.

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Master Sergeant
Re: So, how do those new LBEs work?[message #361220 is a reply to message #361213] Thu, 10 September 2020 19:27 Go to previous messageGo to next message
Kurt is currently offline Kurt

 
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CarsonBlackman wrote on Thu, 10 September 2020 04:30
My method of hanging LBE from caribiners can simulate a mortar shell crate.
Ingenious. thumbs up
If my carabiners decide one day to accept other stuff than canteens and blood packs I will try it... My mortar crew has always problems carrying enough ammunition for a longer expedition.

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Master Sergeant
Re: So, how do those new LBEs work?[message #361222 is a reply to message #361216] Thu, 10 September 2020 19:49 Go to previous messageGo to next message
Kurt is currently offline Kurt

 
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silversurfer wrote on Thu, 10 September 2020 09:24
small Pistols -> Pistol Holster
large Pistol -> Large Pistol Holster
Revolvers -> Revolver Holster
Sure, but I was talking about the ammunition slots.


silversurfer wrote on Thu, 10 September 2020 09:24
In my opinion it makes no sense to be able to store speed loaders in an SMG mag pocket for example.
Perfectly valid opinion, but in this case we need to make sure there is a holster option for all sidearms, and with all possible attachments: No "sorry, won't fit with a scope (or silencer, or electric backscratcher)"...
The one-size-fits-all (or almost) of the old system was precisely to avoid having too many different and incompatible options, and a horrible (although realistic) depreciation of add-on items, where the accessory for X doesn't work on Y anymore.

That been said I've just dumped a huge heap of items in the map to try stuff out, so I might indeed have missed some option. (On the other hand the option needs to be semi-obvious, so you don't have too much try & error, especially when you buy the stuff in-game.)

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Master Sergeant
Re: So, how do those new LBEs work?[message #361223 is a reply to message #361217] Thu, 10 September 2020 19:54 Go to previous messageGo to next message
Kurt is currently offline Kurt

 
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Off_Topic wrote on Thu, 10 September 2020 12:22
Fool Proof MOLLE use:
Thanks.

With snipping out the chitchat from this thread we have a bulletproof "How to use MOLLE in-game" instruction sheet here. Complete with pictures!

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Master Sergeant
Re: So, how do those new LBEs work?[message #361230 is a reply to message #361220] Fri, 11 September 2020 14:13 Go to previous messageGo to next message
CarsonBlackman is currently offline CarsonBlackman

 
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Kurt wrote on Thu, 10 September 2020 19:27
Ingenious. thumbs up
Even my use of caribiners has it's peculiarities. Some LBE won't attach if they are empty. That TIMS Combat Pack with six mortar shells won't go back on the caribiner if it's empty. But put a canteen in the dedicated slot and it will. The only way to find the limits (and exploits) seems to be trial and error.
I started exploiting some of this even before MOLLE was a thing. I figured out early that I could fill up a TIMS Combat Pack and then store four of them in a TIMS Backpack. A merc could then carry three loaded TIMS Backpacks, one in the backpack slot and one in each hand, plus an additional TIMS Combat Pack in that slot as well.
This also works to maximize storage space in vehicles. You can put a lot more cargo into a TIMS Backpack than you can into a vehicle cargo slot. But each cargo slot will hold one (fully loaded) TIMS Backpack. With the MOLLE system (and functioning caribiners) the possibilities are endless.
This exploit isn't really practical for moving large amounts of cargo on foot, the weight limits are still there and it's really easy to exceed a merc's weight restrictions. I have had mercs fall over from exhaustion after just a few squares in tactical.

[Updated on: Fri, 11 September 2020 14:24]

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Corporal
Re: So, how do those new LBEs work?[message #361232 is a reply to message #361230] Fri, 11 September 2020 17:28 Go to previous messageGo to next message
Kurt is currently offline Kurt

 
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CarsonBlackman wrote on Fri, 11 September 2020 13:13
Even my use of caribiners has it's peculiarities.
Thanks! So it's not just me, there is really a slight fluctuation in how they work... I feel much better.


CarsonBlackman wrote on Fri, 11 September 2020 13:13
I figured out early that I could fill up a TIMS Combat Pack and then store four of them in a TIMS Backpack.
That already worked in vanilla JA2 (IIRC), it was the main selling point of the "TIMS" system. *nods*

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Master Sergeant
Re: So, how do those new LBEs work?[message #361235 is a reply to message #361232] Fri, 11 September 2020 21:02 Go to previous messageGo to next message
Off_Topic is currently offline Off_Topic

 
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Kurt wrote on Fri, 11 September 2020 17:28
CarsonBlackman wrote on Fri, 11 September 2020 13:13
Even my use of caribiners has it's peculiarities.
Thanks! So it's not just me, there is really a slight fluctuation in how they work... I feel much better
Can you look up something for me? Data-1.13/TableData/Items and then open Pockets with Notepad. If you could copy :
<POCKET>
<pIndex>38</pIndex>
<pName>Carabiner Ring</pName>
<pSilhouette>37</pSilhouette>
<pType>1</pType>
<pRestriction>268601344</pRestriction>
<pVolume>1</pVolume>
<ItemCapacityPerSize16>1</ItemCapacityPerSize16>
<ItemCapacityPerSize18>1</ItemCapacityPerSize18>
<ItemCapacityPerSize22>1</ItemCapacityPerSize22>
<ItemCapacityPerSize26>1</ItemCapacityPerSize26>
<ItemCapacityPerSize29>1</ItemCapacityPerSize29>
</POCKET>

and post it here i might be able to see why it doesn't work.

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First Sergeant

Re: So, how do those new LBEs work?[message #361238 is a reply to message #361235] Sat, 12 September 2020 00:29 Go to previous messageGo to next message
SinMachina is currently offline SinMachina

 
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This is my, from stock SCI 8796 Carbiner code

<POCKET>
		<pIndex>38</pIndex>
		<pName>Carabiner Ring</pName>
		<pSilhouette>37</pSilhouette>
		<pType>1</pType>
		<pRestriction>268601344</pRestriction>
		<pVolume>1</pVolume>
		<ItemCapacityPerSize16>1</ItemCapacityPerSize16>
		<ItemCapacityPerSize18>1</ItemCapacityPerSize18>
		<ItemCapacityPerSize22>1</ItemCapacityPerSize22>
		<ItemCapacityPerSize26>1</ItemCapacityPerSize26>
		<ItemCapacityPerSize29>1</ItemCapacityPerSize29>
	</POCKET>

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Corporal
Re: So, how do those new LBEs work?[message #361239 is a reply to message #361238] Sat, 12 September 2020 01:19 Go to previous messageGo to next message
Off_Topic is currently offline Off_Topic

 
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SinMachina wrote on Sat, 12 September 2020 00:29
This is my, from stock SCI 8796 Carbiner code

<POCKET>
		<pIndex>38</pIndex>
		<pName>Carabiner Ring</pName>
		<pSilhouette>37</pSilhouette>
		<pType>1</pType>
		<pRestriction>268601344</pRestriction>
		<pVolume>1</pVolume>
		<ItemCapacityPerSize16>1</ItemCapacityPerSize16>
		<ItemCapacityPerSize18>1</ItemCapacityPerSize18>
		<ItemCapacityPerSize22>1</ItemCapacityPerSize22>
		<ItemCapacityPerSize26>1</ItemCapacityPerSize26>
		<ItemCapacityPerSize29>1</ItemCapacityPerSize29>
	</POCKET>
Thanks, unless you have changed edited items in your game, it should work as intended.

Although i think i can explain why there is some weirdness with the Carabiner Ring. There was an Item class created to restrict what could be attached to it, but the items themselves were never assigned that Itemclass. So there are no Itemclass 268601344 items in the game. I'm not sure what happened there, as the way it is now, every item in the game should be restricted from being attached.

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First Sergeant

Re: So, how do those new LBEs work?[message #361240 is a reply to message #361239] Sat, 12 September 2020 03:34 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Quote:
Although i think i can explain why there is some weirdness with the Carabiner Ring. There was an Item class created to restrict what could be attached to it, but the items themselves were never assigned that Itemclass. So there are no Itemclass 268601344 items in the game. I'm not sure what happened there, as the way it is now, every item in the game should be restricted from being attached.
Data-1.13\TableData\Lookup\ItemClass.XML

<ItemClass>
<id>268601344</id>
<name>Armour/Face Item/LBE/Misc</name>
</ItemClass>

[Updated on: Sat, 12 September 2020 03:35]

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Sergeant Major
Re: So, how do those new LBEs work?[message #361241 is a reply to message #361235] Sat, 12 September 2020 07:06 Go to previous messageGo to next message
CarsonBlackman is currently offline CarsonBlackman

 
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Off_Topic wrote on Fri, 11 September 2020 21:02

Can you look up something for me?
I just did and it's not going to help. Mine is exactly the same as yours.
My guess is that my exploits weren't really considered and tested when the MOLLE system was created. The carabiniers appear to work for me the way they were intended to. I just found ways that they weren't intended to work and exploited them. To me this is one of those things best left alone. If you don't like the exploit, just don't use it.

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Corporal
Re: So, how do those new LBEs work?[message #361242 is a reply to message #361240] Sat, 12 September 2020 12:20 Go to previous messageGo to next message
Off_Topic is currently offline Off_Topic

 
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edmortimer wrote on Sat, 12 September 2020 03:34
Quote:
Although i think i can explain why there is some weirdness with the Carabiner Ring. There was an Item class created to restrict what could be attached to it, but the items themselves were never assigned that Itemclass. So there are no Itemclass 268601344 items in the game. I'm not sure what happened there, as the way it is now, every item in the game should be restricted from being attached.
Data-1.13\TableData\Lookup\ItemClass.XML

<ItemClass>
<id>268601344</id>
<name>Armour/Face Item/LBE/Misc</name>
</ItemClass>

Yeah, i made a mistake, i thought they would have to be assigned that ID, when that itemclass is inclusive of Armour 2048 + Face 32,768 + LBE 131072 + Misc. 268435456.

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First Sergeant

Re: So, how do those new LBEs work?[message #361245 is a reply to message #361242] Sat, 12 September 2020 16:22 Go to previous messageGo to previous message
edmortimer is currently offline edmortimer

 
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Quote:
Yeah, i made a mistake
Not a problem - modding 1.13 is an adventure, and adventures are filled with obstacles to overcome. The rewards are equally great. I've been modding one 1.13 mod for 5+ years, a complete overhaul of almost all aspects of 1.13 . . . and there are still huge gaps in my 1.13 modding knowledge. There is just so much possible, so much to mod, so many connections between aspects that I doubt anyone has a complete grasp of how it all works.

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