BP Logo
Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » AIMNAS Archives » Alpha_Item_Mod_for_WF6.06 Part 6
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263531] Fri, 24 September 2010 23:34 Go to previous messageGo to next message
Logisteric

 
Messages:3248
Registered:December 2008
Location: B
it simply finds ALL mines - you may call that a detection bonus
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263533] Fri, 24 September 2010 23:36 Go to previous messageGo to next message
tais

 
Messages:670
Registered:February 2008
Location: NL
i've had it not detect mines in front of the palace once..
did not end well when i found out i was standing in the middle of a minefield..


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263534] Fri, 24 September 2010 23:37 Go to previous messageGo to next message
Cafu

 
Messages:35
Registered:February 2008
Location: Finnland, very north
smeagol
Never had any problems with boxing in san mona. dunno... might be that this bug got introcuded in a newer exe or something... never had that in my game...


Only strange merc behaviour I ever encountered was the non-movable merc after too much helicopter flying and the guy on the vehicle roof... (which you get when you put a merc who is standing on a roof directly in a vehicle).



I see from STOMP code, Sandro made some chances to boxing code. Problem could be related to new traits system.
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263540] Sat, 25 September 2010 01:41 Go to previous messageGo to next message
datakurs

 
Messages:166
Registered:June 2009
Location: Budapest, Hungary
I think I met that bug before the first time played a STOMP-integrated exe.
It happens relatively rarely and could not figure out yet what circumstances cause it.
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263561] Sat, 25 September 2010 16:23 Go to previous messageGo to next message
Friendly Fire

 
Messages:74
Registered:January 2006
The San Mona boxing bug is very, very old, nothing to do with STOMP or new exe.
I think it is related to the way you exit the ring after a fight.
If your merc does not exit by himself automatically, chances are he will have the bug.
There is no cure for that disease and it is best to save just before the fights and be prepared to reload in case of strange behaviour.
Better avoid the boxing event altogether.
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263562] Sat, 25 September 2010 16:47 Go to previous messageGo to next message
nsnipe

 
Messages:22
Registered:May 2010
Hi, is it v11 or new exe, or mapupdate or what? - Shooted some folks in Omerta, loaded jeep with toys and went to San Mona to visit Tony. First time i saw Deidranna's goons in this town at this early stage, and there was ~20 in each town sector. I simply wasn't ready for this. They blew up my jeep, and I didn't have a chance to save... wtf?
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263564] Sat, 25 September 2010 16:54 Go to previous messageGo to next message
Logisteric

 
Messages:3248
Registered:December 2008
Location: B
as it looks the evil forces improve Very Happy
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263566] Sat, 25 September 2010 17:48 Go to previous messageGo to next message
Cafu

 
Messages:35
Registered:February 2008
Location: Finnland, very north
Maybe boxer will get too many hits on head and gain dementia, or whatever disorder.
I have played JA2 like 15-20 times, always done san mona fight, its my first time i got this bug, it was REALLY annoying..

One good solution perhaps is to hire only san mona boxer merc and not use him anything else, but usually I am doing it on my main imp just to gain more exp.
Fortunately i wasn't far in progress I just started new game. Beginning of game is bit boring, because bad stuff, low lvl mers, fun starts after 2-3 cities usually.
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263570] Sat, 25 September 2010 18:15 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Added the Remington 870 variant with top folding stock. Fixed the medium pic for the 5.56x30 mag, added missing ammo crate for 5.56x30.

Edit:
Also added the Zastava M77B1 LMG (Serbian RPK variant in 7.62x51 NATO, will use drum mags instead of the 30 rnd mags... this gun closes the gap between 7.62x51 battle rifles and true 7.62x51 LMGs).

[Updated on: Sat, 25 September 2010 18:52] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263576] Sat, 25 September 2010 20:31 Go to previous messageGo to next message
Luppolo

 
Messages:151
Registered:July 2009
Cafu
usually I am doing it on my main imp just to gain more exp.

iirc exp for quest goes to all conscious mercs in sector so you don't have to put your IMP in the ring
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263582] Sat, 25 September 2010 21:26 Go to previous messageGo to next message
wolf00

 
Messages:1147
Registered:September 2006
Location: Czech Republic

smeagol: i have instaled svn 1240 on my pc,how i can install aim mod ?
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263583] Sat, 25 September 2010 22:22 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
wolf00
smeagol: i have instaled svn 1240 on my pc,how i can install aim mod ?


Uhm... you could try Tais Single Click Installer. Though the latest stuff I added today is not in there yet.

But the updates I make can then just be copied over the latest SCI.


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263589] Sat, 25 September 2010 23:09 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Uploading V12 now.


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263592] Sun, 26 September 2010 00:23 Go to previous messageGo to next message
wolf00

 
Messages:1147
Registered:September 2006
Location: Czech Republic

oki have now instaled aim v52... very good work mister smeagol ... working witchout any problems,i just copy files to data-1.13
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263593] Sun, 26 September 2010 00:27 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3698
Registered:July 2009
v52 is the old pre NAS version and doesn't include the latest changes. You probably want to get the 1.13 Beta and AIMNASv12 instead?


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263595] Sun, 26 September 2010 01:52 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Yeah, V52 is really oooooooold (doesn't even include New Attachment System and no Stomp).





Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263597] Sun, 26 September 2010 02:32 Go to previous messageGo to next message
wolf00

 
Messages:1147
Registered:September 2006
Location: Czech Republic

i have now upgraded to v12
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263624] Sun, 26 September 2010 13:16 Go to previous messageGo to next message
silversurfer

 
Messages:2800
Registered:May 2009
Smeagol,

there seems to be a problem with your "AlteringAttachments.xml". I already reported this in the NAS thread:

http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=263429#Post263429

When attaching the Kobra reflex sight after a scope it will disable the tooltip for the scope. I found the reason for this behaviour.


	998
	
		120
		...
		144
		124
	



The Kobra adds another slot (124) which is already there and occupied by the scope. This line should be removed.
The same applies to item ID 1642 (the mod. Kobra).


You might also want to take a look at this post because as a modder you should know about problems with "ItemSlotAssign.xml" (also in the NAS thread).

http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=263623#Post263623

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263631] Sun, 26 September 2010 15:39 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Uhm...

It is intended that the Kobra removes the default scope slot on the gun and replace it with a different scope slot. The amount of allowed scopes gets limited this way when using a Kobra.


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263671] Sun, 26 September 2010 23:20 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Bobling
If used exe from SCI, displaced brothers Santos (Peter in C9 and Carlo in K6)does not appear in game. However, they are present on the maps and regularly appear when using the original STOMP 1.2 exe.


Thanksfor reporting that.

It seems this is related to the externalization of NPC palcement. Yet another great addition that slipped into 1.13 without caring for mods... anyways.. atm nothing I can do about that. So, the Santos quintuplets are a mere triplet atm.

I also still have to locate Hamous in myrunning game. Can anyone confirm that he andthe truck are still around?



Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263672] Sun, 26 September 2010 23:30 Go to previous messageGo to next message
K0ukku

 
Messages:188
Registered:December 2009
I've found Hamous and the truck normally with my latest AIMNAS, STOMP, WF6.06 FULL etc. modification-setup.

Thou I havent used Tais' SCIs, I have the same setup but I've installed the mods manually.
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263673] Sun, 26 September 2010 23:36 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Yeah, just stumbled across Hamous in D9.


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263680] Mon, 27 September 2010 01:21 Go to previous messageGo to next message
wolf00

 
Messages:1147
Registered:September 2006
Location: Czech Republic

http://img820.imageshack.us/img820/3206/screenshot2010092700175.jpg

i have svn 1240+aim v12 for svn 1241 sci svn... weapons refuses atachments ...
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263681] Mon, 27 September 2010 01:42 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Quote:
i have svn 1240+aim v12 for svn 1241 sci svn... weapons refuses atachments ...


Yeah.

You need to choose new atatchment system in the the start up screen (where you select game options).


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263710] Mon, 27 September 2010 14:16 Go to previous messageGo to next message
wolf00

 
Messages:1147
Registered:September 2006
Location: Czech Republic

aha.. my stupidity wins again Smile ... ok i check nas ...
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263711] Mon, 27 September 2010 14:45 Go to previous messageGo to next message
The_Bob

 
Messages:415
Registered:May 2009
Location: Behind you.
I can't upgrade from what I think is v8, my saves no longer work after copying the files over the data dirs. Any idea how to do this ?

Also, I just killed the bug queen, hit her so hard she dropped a flamer Very Happy

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263712] Mon, 27 September 2010 14:57 Go to previous messageGo to next message
Logisteric

 
Messages:3248
Registered:December 2008
Location: B
1. you can't savegame-breaker (with v10, i think)
2. you arer supossed to play without bugs
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263717] Mon, 27 September 2010 17:12 Go to previous messageGo to next message
Mauser

 
Messages:769
Registered:August 2006
Location: Bavaria - Germany
hey smeagol, any chance of imposing stamina penaltys of some sort to the gas masks?

especially in hot tropical and desert sectors, where excessive sweating and clogging of the filter with water from breathing would surely impact the wearers performance somehow.
and after all, running around with gas masks is quite exhausting as any military recruit will tell ya.

also, how about adding some landmines to the weapon cache sectors, so they can be recycled and reused to defend SAM sites and mine sectors, which can be under quite heavy attacks now that mere militia cannot really handle alone? also it really couldn

[Updated on: Mon, 27 September 2010 17:14] by Moderator


☆★GL★☆
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263728] Mon, 27 September 2010 20:12 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Fixed a wrong pocket for the A.L.I.C.E. MK.2 combat pack (instead of a belt clip it had a bolt clip... yeah stuff like that happens when I work too fast...).

Also need to fix the bullet speed for the MSMC, which is very slow atm in autofire... just tested it in the Drassen Counter Attack and the delay between single bullets was quite huge.




Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263735] Mon, 27 September 2010 22:11 Go to previous messageGo to next message
wolf00

 
Messages:1147
Registered:September 2006
Location: Czech Republic

my merc are slow poisned at drasen airport,how i can disable this feature? thx
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263736] Mon, 27 September 2010 22:14 Go to previous messageGo to next message
Logisteric

 
Messages:3248
Registered:December 2008
Location: B
you need to edit the 'ambient' effects in 'facilities.xml' - it is a ham-fature
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263741] Mon, 27 September 2010 23:01 Go to previous messageGo to next message
sorca_2

 
Messages:202
Registered:September 2010
Location: California, USA
Reason: Pablo's breath is toxic.

Not to mention Skyrider's voice... even with him on "quiet mode", I still want to shoot that guy every time he talks. If I had to stay there and I couldn't shoot him, I'd begin to die slowly as well.
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263742] Mon, 27 September 2010 23:04 Go to previous messageGo to next message
wolf00

 
Messages:1147
Registered:September 2006
Location: Czech Republic


-
B13
4
0
here is data from facilites.xml.sorry im not familar witch xml editor... thx
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263743] Mon, 27 September 2010 23:09 Go to previous messageGo to next message
Logisteric

 
Messages:3248
Registered:December 2008
Location: B
oops - it's facilitytypes.xml

in facilities.xml you look up what tyes you have in a sector
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263746] Mon, 27 September 2010 23:16 Go to previous messageGo to next message
wolf00

 
Messages:1147
Registered:September 2006
Location: Czech Republic



1
50
110
-
75
35

-
35
1
4

-
1
-1
0
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263747] Mon, 27 September 2010 23:18 Go to previous messageGo to next message
Logisteric

 
Messages:3248
Registered:December 2008
Location: B
just kick out

-
1
-1
0
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263748] Mon, 27 September 2010 23:30 Go to previous messageGo to next message
wolf00

 
Messages:1147
Registered:September 2006
Location: Czech Republic

you mean delete this 3 links or set values to zero? sorry for stupid question..
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263750] Mon, 27 September 2010 23:34 Go to previous messageGo to next message
Logisteric

 
Messages:3248
Registered:December 2008
Location: B
delete those four lines
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263759] Tue, 28 September 2010 00:43 Go to previous messageGo to next message
wolf00

 
Messages:1147
Registered:September 2006
Location: Czech Republic

ok these four lines are deleted no change,this is maybe hardened in code ....

edit: i have instaled last aim v12/last ver tais sci for aim mod ....

http://www.mediafire.com/?2fgornghp99f419

save uploaded... xml file is in archive

[Updated on: Tue, 28 September 2010 00:55] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #263760] Tue, 28 September 2010 01:10 Go to previous messageGo to previous message
Logisteric

 
Messages:3248
Registered:December 2008
Location: B
that is because you did not delete from assignment 'ambient' as i have told you but from assignment 'staff' (ambient means it always happens whatever you are doing)

delete completely


AMBIENT
80

100
0
20


2
-1
0


Previous Topic: Alpha_Item_Mod_for_WF6.06 Part 5
Next Topic: Alpha_Item_Mod_for_WF6.06 Part 7
Goto Forum:
  


Current Time: Mon Jul 26 01:13:17 EEST 2021

Total time taken to generate the page: 0.03123 seconds