Show: Today's Messages :: Unanswered Messages :: Polls :: Message Navigator

JA3 Mod help wanted

I want to implement a table progression to the roles on my mod and want some opinions on what do you think; Thu, 18 April 2024 18:45

I want to implement a table progression to the roles on my mod and want some opinions on what do you think it would be balanced enough for a lvl10 char (max level on vanilla settings), bellow is an idea on what I have been thinking so far, any feedback is welcome.

Roles at lvl 10

Marksman

+10 CTH Ranged Weapons
+10 DMG Ranged Weapons
+10 Max Hit Points

All Rounder

+10 CTH Melee Weapons
+10 Ranged Ranged Weapons (Overwatch only)
+20 Max Hit Points

Mechanic

+5 CTH Ranged Weapons
+5 DMG Ranged Weapons
+5 CTH Melee Weapons
+5 DMG Melee Weapons
+10 DMG Against Armored targets
+10 Max Hit Points


Medic

+5 Damage Resistance
+3 Movement Speed
+20 Max Hit Points

Leader

+5 CTH Ranged Weapons
+5 DMG Ranged Weapons
+5 CTH Melee Weapons
+5 DMG Melee Weapons
+5 DMG Resistance
+10 Max Hit Points

Explosive Expert

+2 Max Range for grenades
+5 Damage Resistance
+20 Max Hit Points

JA 3 Modding Talk | 0 comments

Removing permanent weapon attachments

Tue, 16 April 2024 21:20

How do I remove permanent weapon attachments (barrel extender, rod & spring) from the game? They are unrealistic.

v1.13 XML Customization | 3 comments

A semi-useless explenation about WeaponClass.xml?!?

It turns out it was a mistake from my part... Also, editing magazines is HELL.; Tue, 02 April 2024 00:10

I implemented 43 weapons that are almost half of what I need: I don't want to say it out too loud but EVERYTHING works as intended. I can order my weapons from BR without crashes, rifles are in BR rifles section, SAWs are in the SAWs one, what must be single shot only is single shot and so forth..

Now, I mostly copy and paste existing stuff from Items and Weapons .xml's to speed things up. Lately I made a line of SMG, Assault, DMR, SAW out an smg and I discovered a thing: I must set my weapons  WeaponClass as "2", IE Submachinegun. If I use another weapon class my weapons spawn with no ammo and cannot be loaded. Are my weapons going to give bonuses to snipers/machinegunners? Is this an issue that only happens when turning a given class of weapons into another? Just wandering..

v1.13 Modding, Customising, Editing | 3 comments

Troubles with new weapons again.. (SOLVED!!)

And I hope solved for good..; Thu, 28 March 2024 23:25

I wasted my afternoon in doing something I already did: adding new weapons at the end of the lists.
(My apologies, I feel like a cry overcomplicating things..)

Why I'm posting: The game crashes with an hunandled exception wich is a NEW problem for me. I never experienced it before.

Status of my files: I got fresh .xml's files from a new install. I only edited Items, Weapons and Attachments .xml's. Currently I reverted to a clean attachments.xml, but the game crashes just the same.
I checked Gunxx.sti, MDGUNS.sti and SMGuns.sti a dozen times, they are ok.

Expected behaviour when cheating a weapon in game: A weapon that can be fired and inspected with right clicking (And hopefully show right inventory/ground pictures): it should show just the 4 standard attachments slots.
What I get instead: The game crashes upon browsing BR site or right clicking on the weapon in my inventory. In an early attemp I modded in 3 weapons, only the first one showed the correct graphics.

Last but not least: Since it's a new problem maybe it's not related to my .xml's, instead it's a 1.13 bug?!? The version I'm using: JA2_113-v1-115-g32cae66-Ga965L0144-English. Should I upgrade for this?

Anyways, my .xmlfiles (It simply is copy and paste):

Items.xml

<CROUCH_MODIFIERS/>
<PRONE_MODIFIERS/>
</ITEM>
<ITEM>
<uiIndex>1762</uiIndex>
<szItemName>VT-A</szItemName>
<szLongItemName>VT-A Semiautomatic</szLongItemName>
<szItemDesc>Favored by most military officers, this Austrian semi-automatic pistol is considered the defacto standard side-arm worldwide.</szItemDesc>
<szBRName>VT-A</szBRName>
<szBRDesc>Even though most of this Austrian pistol's parts are plastic, it will get detected by airport x-ray machines. The simple design of this recoil-operated self-loader contains only 32 components and is a common army issue worldwide.</szBRDesc>
<usItemClass>2</usItemClass>
<nasLayoutClass>1</nasLayoutClass>
<ubClassIndex>1762</ubClassIndex>
<ubCursor>3</ubCursor>
<ubGraphicNum>374</ubGraphicNum>
<ubWeight>6</ubWeight>
<ubPerPocket>1</ubPerPocket>
<ItemSize>1</ItemSize>
<usPrice>796</usPrice>
<ubCoolness>2</ubCoolness>
<bReliability>4</bReliability>
<bRepairEase>3</bRepairEase>
<Damageable>1</Damageable>
<Repairable>1</Repairable>
<WaterDamages>1</WaterDamages>
<Metal>1</Metal>
<Sinks>1</Sinks>
<ShowStatus>1</ShowStatus>
<BR_NewInventory>5</BR_NewInventory>
<BR_UsedInventory>1</BR_UsedInventory>
<BR_ROF>36</BR_ROF>
<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
<DamageChance>10</DamageChance>
<DirtIncreaseFactor>20.0</DirtIncreaseFactor>
<STAND_MODIFIERS/>
<CROUCH_MODIFIERS/>
<PRONE_MODIFIERS/>
</ITEM>
</ITEMLIST>

Weapons.xml:

<usOverheatingDamageThreshold>20000</usOverheatingDamageThreshold>
<usOverheatingSingleShotTemperature>100</usOverheatingSingleShotTemperature>
</WEAPON>
<WEAPON>
<uiIndex>1762</uiIndex>
<szWeaponName>VT-A</szWeaponName>
<ubWeaponClass>1</ubWeaponClass>
<ubWeaponType>1</ubWeaponType>
<ubCalibre>2</ubCalibre>
<ubShotsPer4Turns>18.72</ubShotsPer4Turns>
<ubBulletSpeed>21</ubBulletSpeed>
<ubImpact>25</ubImpact>
<ubDeadliness>16</ubDeadliness>
<ubMagSize>15</ubMagSize>
<usRange>115</usRange>
<usReloadDelay>200</usReloadDelay>
<BurstAniDelay>100</BurstAniDelay>
<ubAttackVolume>50</ubAttackVolume>
<ubHitVolume>3</ubHitVolume>
<sSound>299</sSound>
<sReloadSound>100</sReloadSound>
<sLocknLoadSound>106</sLocknLoadSound>
<SilencedSound>156</SilencedSound>
<bBurstAP>20</bBurstAP>
<APsToReload>12</APsToReload>
<SwapClips>1</SwapClips>
<MaxDistForMessyDeath>7</MaxDistForMessyDeath>
<ManualReloadSound>476</ManualReloadSound>
<nAccuracy>6</nAccuracy>
<ubAimLevels>3</ubAimLevels>
<Handling>9</Handling>
<usOverheatingJamThreshold>20000</usOverheatingJamThreshold>
<usOverheatingDamageThreshold>13500</usOverheatingDamageThreshold>
<usOverheatingSingleShotTemperature>45</usOverheatingSingleShotTemperature>
</WEAPON>
</WEAPONLIST>

Any ideas guys?

v1.13 Modding, Customising, Editing | 2 comments

Eliminate screams

Thu, 28 March 2024 04:06

Is there a way to eliminate screams when someone is hit or bleeding out?

Vengeance 1.13 Reloaded | 1 comment

AttachmentSlots.xml - about coordinates used in there

Thu, 28 March 2024 01:55

https://i.imgur.com/jnzzIuR.png
-

It's probably of no concern for most players, but modders might find some use for AttachmentSlots.xml

Part of it is for defining the position of attachment slots at the UI panel

While doing some modding, I ended up at this xml and asked myself about the tags

<usDescPanelPosX>
<usDescPanelPosY>
-

What are they refering to? Where's 0/0 in this coordinate sytem?

The picture should show a brief explannation on that

Basically, 0/0 is the very top left of the panel

For testing purposes, I gave the default slot 1 in AttachmentSlots.xml the coordinates 0/0  (named "A" in the picture)
(don't mess with default slots for real, that was just done to showcase things !!)
That resulted in some things not being shown. There's a little sidebar left of the actual attachment slot, the width of this should be considered when editing coordinates.
The actual position the coordinates refer to is the top left of the slot, not the sidebar
Another thing might worth consideration are the panel frames. Those also have some width and, depending on position of slot, that may result in them not being correctly shown.

Considering the frame and sidebar, I next used 9/7 for default slot 1 and this time things looked ok  (named "B" in the picture)
(again, don't mess with default slots unless you know what you do, I just used it to showcase things)

So, that's how I found out where 0/0 is in this coordinate system and should I ever feel the urge to shuffle attachment slots, it should be a little easier

-

v1.13 XML Customization | 0 comments

Fastest/most efficient way to test new items in game? (Solved!!)

Wed, 27 March 2024 17:49

I set a delivery destination in Omerta: Can I give for granted it is the best/only solution?

(As a side note, I finally grasped the difference between biggun number and frame position in smguns/mdguns multiple. sti's. Better late than never I guess..)

v1.13 Modding, Customising, Editing | 3 comments

How to add a new BR shipment destination that works.

No crashes at last!; Tue, 26 March 2024 20:06

When you open Deliverymethods and shippingdestinations .xml files, you'll find a list of 16 locations. Do NOT add your new destination as number 17 at the end of the list: That crashes the game.

What you must do instead is add the new location in the middle of the list, say at number 10, for example. After that the original 10th location becomes the 11th, the original 11th becomes the 12th and so forth till you have 17 locations.

v1.13 XML Customization | 0 comments

MDGuns and SMGuns (More workarounded than SOLVED, but..)

New weapon shows no inventory/ground pictures.; Tue, 26 March 2024 19:58

I managed to put a first test weapon in game, I can order it from Bobby Ray's (new graphic is shown), I can get it and shoot it but it shows no graphics in my inventory or on the ground (in this case I get a nada item). Now, I triple checked everything and mdgunsns and smguns do contain the new images. So, do I need to edit more files? Op xml ones? Any help is appreciated, thx.

v1.13 Modding, Customising, Editing | 6 comments

Modding Weapons In Game. (SOLVED, basically)

Wed, 20 March 2024 10:58

A: AFAIK I need images for BigItems folder, I need to edit MDGUNS.sti, SDGUNS.sti, Weapons.xml, items.xml. Is there anything else to edit?

B: I Want to add camo jackets and trousers: What abour medium and small .sti? I found mditems 1,2,3. I gave a look with sti-edit and it seems to me they are the files I need. Am I correct?

C: How does the attachment system work for weapons? I don't find it defined in items or weapons.xml. I also want camo jacket and trouser to accept light body armour, How can I make it?

D: Is weapons weight expressed in ounces?

E: A few line in items/weapons .xml I can't get:

usItemClass>2</usItemClass

nasLayoutClass>1</nasLayoutClass

ubClassIndex>1</ubClassIndex

ubWeaponClass>1</ubWeaponClass

ubWeaponType>1</ubWeaponType

IE, how does the game understand that a pistol is a pistol and not a bazooka? Are there lists?

Thanks in advance.

EDIT: In the FAL OSW configuration I found these lines:

<DefaultAttachment>1006</DefaultAttachment>
DefaultAttachment>1011</DefaultAttachment
DefaultAttachment>1746</DefaultAttachment

Are these what I'm looking for?

v1.13 Modding, Customising, Editing | 2 comments

Pages (748): [1  2  3  4  5  6  7  8  9  10  11  12  13  14  15    »]
Current Time: Fri Apr 19 22:54:12 GMT+3 2024

Total time taken to generate the page: 0.83714 seconds