Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » AIMNAS Archives » Alpha_Item_Mod_for_WF6.06 Part 6
Alpha_Item_Mod_for_WF6.06 Part 6[message #261050]
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Mon, 30 August 2010 15:35
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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Wow... last thread filled up pretty quick...
Thread 5 can be found here (also contains links to the older threads if you want to browse how AIM developed into what it is today...).
AIM-NAS FAQ
Latest Version: AIMNAS V7 and mapupdate
Download the AIM-NAS single-click-installer made by Tais from here.
If you only want the Update to AIM-NAS V7, that can be found on my skydrive as usual (download link in my signature). The files in there can just be copied over the data from the SCI.
The mapupdate I worked on the last week requires AIMNAS V7. The mapupdate is included in the Single Click Installer. There were several changes to some maps and I added a treasure hunt map for old JA1 fans.
The exe in Tais SCI could be a little bit screwed up as well (enemies wearing Spectra Armour in Omerta and such...). The exe version I currently use is like 3 days older and does not have that screw up. It can also be found on my skydrive (simply called ja2.7z).
Also, try to read this thread (and yeah, maybe thread 5 as well...) before posting any questions that might have been already asked. I think I answered some questions more than once already...
AIM-NAS is still in development, consider it still in beta-testing (though the name obviously translates in to Alpha Item Mod - New Attachment System, I guess that the item mod has left Alpha stage... but BIM sounds a bit silly, doesn't it...).
Anyways... AIM-NAS includes more than just a ton of cool stuff, it also contains a selection of starting gear kits for A.I.M. mercs (made possible through the great work Tais did on New Starting Gear Interface) and updated skills and traits for usage wih STOMP.
The ini file in the SCI and the AIM-NAS files is specifically for usage with NAS, HAM, NSGI and STOMP. If you want to change stuff in there, do so at own risk (well, yeah, the M.E.R.C. available on day should probably be changed back to FALSE...).
What else... uhm... well, just read the thread or feel free to ask about stuff.
Also feel free to visit me in the Bearspit IRC channel, I'm usually there...
For guys that don't won't to use NAS (shame on you), check out the older FAQ for the last AIM version I made in the older threads linked above.
[Updated on: Mon, 30 August 2010 16:21] by Moderator Report message to a moderator
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Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261051]
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Mon, 30 August 2010 15:39
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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Merge List for AIMNAS:
Last Update: 07.09.2010
Guns:
- EBR Stock + M14/M21/M1 Garand/[color:#FF0000]Mini-14/AC-556[/color] = M14EBR / M21 EBR / M1 Garand EBR /[color:#FF0000]Mini-14 EBR /AC-556 EBR[/color]
- Improvised Conversion Kit + SVU = SVU-A
- Improvised Conversion Kit + M1 Carbine = M2 Carbine
- Improvised Conversion Kit + Ruger Mini-14 = Ruger AC-556
- Improvised Conversion Kit + Ruger Mini-30 = Ruger AC-762
- Improvised Conversion Kit + Calico M-900 = Calico M-900A
- SCAR Barrels + SCAR variant = other SCAR variant (depends on Heavy and Light version which barrels are interchangeable... the L will accept the 6.8mm, the H will accept the WP barrels)
- HK Rails + several HK guns versions = MP5// G36 //G11//CAWS RAS versions
- G36 Grip/Optics + G36 versions // G11 // CAWS = G36 //G11//CAWS regular versions
- AK Conversion Kit + SKS // and several AK-variants = Tactical version of the gun
- upper receiver kits for M4 variants = other variant (works with .50 Beowulf, AR57, M4A1, M4A3, Whisper Kitty, SEAL Recon Rifle)
- M16A4 Conversion Kit + M16A4 = DMR variant of the M16
- AUG Barrels + AUG = other AUG variant
- Fixed Telescopic Optics + AUG RAS variants/P90 RAS/CAWS RAS/G11 RAS = basic variant of the gun
- Rail Kit large + basic AUG variants = RAS version
- Rail Kit small + P90 = P90 RAS
- HK416 Barrels + Hk416 variant = other HK416 variant
- HK417 Barrels + HK417 variant = other HK417 variant
- Blaser R93 Barrels + Blaser R93 variant = other Blaser variant
A note on gun merges: Make sure, that you take off all attachments and unload the gun before changing barrels//adding rails. Otherwise your stuff might disappear. Tried this with a conversion of AR57 into beowulf, my 50 rnd 5.7 mag just vanished (probably because there was no room to drop the mag, the other way round with a loaded beowulf worked flawless, the mag was put into a small pocket and all attachments stayed on the gun). Might be however, that this is changed with NAS.
Armour:
Major change: Most armour can't be repaired anymore (there are some exceptions), instead you'll need Compound-18 // Compound-20.
- C18 Upgrade Kits + various Armour pieces = treated Armour
- C20 Upgrade Kits + various Armour pieces = coated Armour
- C18 + regular or C-18 armour = repairs the armour
- C20 + a C-20 armour // EOD // Dragonskin // KAZAK-6 = repairs the armour
- C20 + titanium plate = repairs the plate
- Upgrade Kits + various armor = appropriate upgraded armor (Stealth Kit only works with Kevlar)
- Dragonskin + Camo Uniforms = Camo Dragonskin
Attachments:
No more Aiming modules in AIM-NAS, as those are basically no longer needed...
- Aluminium Rod + Spring = Rod&Spring
- Steel Tube + Duct Tape + Quick Glue = Gun Barrel Extender
- Duct Tape // Quick Glue + any attachment = mod. version (needed for further merging or as inseperable item that will stick to a gun permanently)
- Tact. Flashlight + Rifle Lam = Rifle-LAM&Flashlight Combo
- Reddot LAM + Reflex Sight = Reddot LAM&Reflex Sight Combo
- Reddot LAM + Sight Mark Reflex Sight = Reddot LAM&SMR Combo
- Foregrip + Tac. Flashlight = Griplight
No glue merges:
- Burris AR scope + Burris Speeddot = Aiming Module SDA
- AN/PVS NV scope + Burris Speeddot = Aiming Module SDNV
AIM SDA: Burris Speeddot, Burris AR
AIM SAR: Burris Speeddot, Burris AR, Reddot
[color:#FF0000]Trigger Group 2 + Copper Wire = T.G. 3 + Pack of Gum
Trigger Group 4 + Copper Wire = T.G. 3 + Rubber Band
Trigger Group 2 + Rubber Band = T.G. 4 + Pack of Gum
Trigger Group 3 + Rubber Band = T.G. 4 + Copper Wire
Trigger Group 3 + Pack of Gum = T.G. 2 + Copper Wire
Trigger Group 4 + Pack of Gum = T.G. 2 + Rubber Band[/color]
required as components for explosives//mines:
- Tank of Gas + Oil = Gasoline-Oil Mix
- Bottle of Alcohol + Oil = Alcohol-Oil Mix
- Glass Jar + Marbles = Jar with Marbles
- Detonator + Flare = modified Flare
- Detonator + Walkman = modified Walkman
- Detonator + Steeltube = Steel Tube with Primer
Explosives:
- various Grenades//Molotov Cocktail + Gasoline-Oil Mix = various Eagle Items (basically gas tanks that can be used as explosive devices)
- String//copper wire + mod. Flare = Trip Flare
- String//copper wire + mod. Walkman = Trip Klaxon
- Pack of Gum + Flashbang = Flashbang Mine
- Pack of Gum + Mustard Gas Grenade = Mustard Gas Mine
- Pack of Gum + Tear Gas Grenade = Tear Gas Mine
- Pack of Gum + Smoke Grenade = Smoke Mine
- duct tape//quick glue + detonator = mod. detonator (will stick to a bomb as inseperable attachment)
- Rag + Alcohol-Oil Mix = Molotov Cocktail
- Duct Tape + Flare = taped Flare
- Duct Tape + Alcohol&Oil Mix = taped Alcohol&Oil
- Taped Flare + Alcohol&Oil Mix = Flarebomb (also works if the alcohol is taped or both are taped)
- RDX + TNT = HMX
- RDX + C1 = C4
- RDX + C1 small = C4 small
- C1 + copper wire = 2x C1 small
- C4 + copper wire = 2x C4 small
- shaped charge + shaped sharge = c1 small
- shaped charge + jar with marbels = improvised grenade
- copper Wire + Claymore = mod. Claymore (can be used as a bomb, instead of a mine)
- Gameboy + C1 small = 2x shaped charge
- 2 small charges C1/C4 = C1/C4
- 40mm shell casing + any 40mm grenade = 40mm shell
LBE:
- 40mm VOG Grenade Panel + 40mm VOG grenade Panel = VOG Chest Rig
- Mod. Pouches + Mod. Pouches = Mod. Rigs (there are a lot of possible combinations, just try out what works... doesn't work in all possible combinations yet, might change that later on)
- SAW pouch + LBE Gear = SAW LBE
- mod. triple grenade pouch + LBE Gear//SAW LBE = mod. LBE Gear
- mod. utility + LBE Gear = mod. LBE Gear
- mod. first aid pouch + LBE Gear//SAW LBE = mod. LBE Gear
(the LBE Gear//SAW LBE gear can be upgraded until all pocket slots are used)
- 40mm Grenade Rig + 40mm Grenade Rig = 40mm Grenade Panel
- Pouch Straps + several mod. Pouches will seperate the pouches (also works on vests modified with the following merge)
- Belt Type LBE + one of the following vests: Hunter Vest, Biggame Hunter Vest, AK Chest Rig, M23 Chest Rig, Police Utility Vest or Sniper Jacket = modified version
Misc:
- Fumble Pack + x-Ray Tube + Pack of Gum = X-Ray Device
- Display Unit + X-Ray Device = X-Ray Detector
- LameBoy Display + Copper Wire = Display Unit
- Gameboy + Copper Wire = LameBoy Display
- Platinum Watch + Copper Wire = Detonator
- Various Clothing + various Knives = Rag
- Rubber band + various Knives = Mod. Pouch Set Straps
- Canteen + Cigars = Woodland Camo Kit
- Canteen + Cuban Cigars = Desert Camo Kit
- String + Soda Can = Soda can with String
- Batteries + Detonator = Remote Detonator
- Woodland Camo Kit + Rag + Rubber Band//String = Ghillie Kit Woodland
- Desert Camo Kit + Rag + Rubber Band//String = Ghillie Kit Desert
Combine Merges:
First Aid Kit
medical Kit
Tool Kit
Locksmith Kit
Camo Kits
Alcohol
Wine
Beer
Tank of Gas
20mm Clips
25mm Clips
40mm Cylinder
43mm Grenades
DM 13 Signal Magazine
Compound 18
Compound 20
[Updated on: Tue, 07 September 2010 19:43] by Moderator Report message to a moderator
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Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261052]
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Mon, 30 August 2010 15:40
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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Guide to Pocket sizes used
Also new are changes to the item sizes. Those changes probably won't matter in game, it's more a behind the scenes thing... anyways here is the list for item sizes currently used (it's a bit different to the list posted in the Thread 3):
34: ammo crates, ammo donkeys, full back packs (no more stuffing them into other back packs, or overloading vehicles)
33: Gas Tanks, full vests and full combat packs
32: Tool kit, conversion kits, heads, empty backpacks
31: Armour (vests and pants), LBE vests, combat packs, full thigh packs & belts
30: Helmets, thigh packs, belts, armour conversion kits
29: Rockets (RPG and Carl-Custaf)
28: 60mm shells
27: 43mm grenades, 40mm cylinders (No longer in use in AIM-NAS... might replace this with a different thing... dunno yet).
26: 40mm grenades & shells
25: 20mm, 25mm and 40mm metalstorm clips, trip mines (the ones made from large grenades)
24: 12g shells (12) (tried them at size 19, but that led to awkward situations with other item sizes, and as 24 was empty, I decided to avoid that)
23: bottles, canteen, stick grenade
22: mini rockets, crossbow bolts (that of course means, that the quiver will now take mini rockets as well)
21: ammo belts, med kit, bloodcat pelt, flamethrower tank
20: drum mags, claymore, large attachments (like aiming modules, aimpointer, etc), ammo boxes, mostly bigger stuff that would fit a medium pocket, but not a misc pocket (like headsets, bigger gas masks)
19: large handgrenades, glass jars, emergency flare
18: large mags, medium attachments (larger scopes, medium sized lasers, small aiming modules, etc), large knives, TNT/HMX, landmine
17: sniper mags, gas mask, NVG I&II, sun goggles (yeah, should be smaller, but i think it's more convenient this way... if they were smaller more than 1 would fit a medium pocket which would make outfitting kind of annoying, especially if you don't fix them to a helmet) first aid kit, large C1 & C4, most binoculars, other stuff that needs at least a misc pocket to be stored
16: AR mags
15: SMG mags, various smaller stuff (like T-shirts, rod&spring)
14: speedloader, regular grenades, stones, small attachments, soda can, , Compound 18/20
13: short rifle mags, small C4&C1 (stuff that needs at least a small pocket)
These items will fit a tiny pocket:
12: pistol mags
11: small pistol mags, small grenades, throwing knives
10: tiny stuff (keys, money, marbles, etc...), tiny grenades (V40), shuriken
9-0: guns in varying sizes (also includes LAWs, swords, spades, crowbar)
I tried to make sizes 5-9 matter more (the gun sling will take all guns size 4 and up, but combat pack gun sling will not take size 8 and 9, size 5 and 6 can be stacked in vehicles, etc... only small changes, but the sizes 5-9 felt too much the same)
In order to make M67, RGN and RGO handgrendes usefull again, they now have size 11 (wheras HG85 has size 12... that means with certain pockets you'll be able to carry one more of the smaller grenades, I felt this was necessary, as the HG85 is strictly better than the other 3 grenades and I found myself only using HG85s and completely ignoring the other mini grenades...)
[Updated on: Mon, 30 August 2010 15:43] by Moderator Report message to a moderator
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Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261061]
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Mon, 30 August 2010 18:13
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GMV |
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Messages:79
Registered:August 2010 Location: The Netherlands |
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Dare I ask if you (Smeagol) and Tais (for his one click install) will integrate (some parts of) IoV with AIM; like a mega item mod?
Ideas like the anti-explosives suit or bajonet (when they will work) of IoV sound nice, but your upgrade kits of guns and modifications (like molotov cocktail and flamethrower) are freaking neat.
That will be my last post for a while, I'll first continue my current game, before I update it all again and start a new one.
[Updated on: Mon, 30 August 2010 18:15] by Moderator Report message to a moderator
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Corporal
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Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261069]
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Mon, 30 August 2010 18:46
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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reVurtA tip of the hat to both smeagol and Tais for all your hard work on this, as this mod is pretty damn awesome and I can't stop playing it. Thank you so much for this!
A couple of possible minor bugs: You've listed above compound-18 is supposed to have a combine merge, but this doesn't work for me. Also, I can't seem to get the foregrip and tactical flashlight to merge into a griplight, and am unsure whether this is because I'm an idiot or because of a bug. (When I try to add one as an attachment to the other in any of the four attachment boxes, the game tells me to bugger off, so to speak.)
Thanks again!
C-18 is used to repair damaged armour. Some kinds of armour can be transformed with this into C-18 versions (Flak Vest and Leather Jacket). All other armour requires an upgrade kit.
I think the griplight and flashlight combo only works if one of them is a mod. version of the attachment (you need either duct tape or quick glue to make a regular attachment a mod. version).
Mod. versions of attachments can also be used to "glue" attachments to a gun (read as: make the attachment inseperable and thus not get removed by shift+F in tactical view).
Quote:Dare I ask if you (Smeagol) and Tais (for his one click install) will integrate (some parts of) IoV with AIM; like a mega item mod?
Ideas like the anti-explosives suit or bajonet (when they will work) of IoV sound nice, but your upgrade kits of guns and modifications (like molotov cocktail and flamethrower) are freaking neat.
That will be my last post for a while, I'll first continue my current game, before I update it all again and start a new one.
Hybrid of IoV and AIMNAS ain't possible, as both are XML based item mods. You simply can't have both at the same time...
[Updated on: Mon, 30 August 2010 18:48] by Moderator Report message to a moderator
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Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261079]
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Mon, 30 August 2010 20:06
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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reVurtI was under the impression that a combine merge was where, for example, you combine two half-filled tanks of gas into one that's full. Or two partially used tool kits, or canteens, etc. Similarly, if the intent was to be able to take two used cans of C-18 and merge them into one full one, then at the moment that doesn't work.
Ah. Yeah, that is quite possible that it doesn't work. Didn't check all combine merges. Thanks for reporting, once I'm motivated I'll check it out...
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Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261089]
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Mon, 30 August 2010 21:32
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Luppolo |
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Messages:150
Registered:July 2009 |
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as soon the enemy is aware of you half orta underground blows up, is it intended?
because i really don't get how to reach the rigged place without being noticed
all medals now are worth 1$
[Updated on: Mon, 30 August 2010 21:35] by Moderator Report message to a moderator
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Staff Sergeant
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Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261172]
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Tue, 31 August 2010 21:27
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goc_man |
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Messages:113
Registered:November 2007 Location: Croatia |
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Fantastic stuff smeagol and Tais! Hands down to you guys.
This is like the best combo of mods for JA2 ever! :super:
Respect to all other modders, who made this possible.
I know AIMNAS is still in beta-testing but I have a few suggestions/questions:
1. Tais, you should post exatcly which INI is what in your SCI. I know the default one is by smeagol, but some info about it would be nice (changes, based on STOMP or HAM, prefernces by smeagol for gameplay or testing only...). The other INIs which are zipped could have some info too.
As far as I understood, the one in Ja2_Options_Default.7z is a default 1.13 (latest SVN) INI with added new settings from mods (STOMP, NAS, NSGI)
The one in the STOMP zip file is the same as the default (non ziped) one.
Anyways, you need to point this stuff out, so people understand. INI settings can change the whole game..duh, but some new players might not know that.
2. Some questions about the default INI:
MINE_INCOME_PERCENTAGE = 150 ?
MERC_LEVEL_UP_SALARY_INCREASE_PERCENTAGE = 50
WHICH_MINE_SHUTS_DOWN = 0
- Why these financial changes? Is it a personal preference, or an improvement to gameplay due to all the new stuff?
INACCURATE_CTH_READOUT = FALSE
- Why deactivate this HAM feature? STOMP for example has this TRUE.
INCREASE_AIMING_COSTS = FALSE
FIRST_AIM_READY_COST_DIVISOR = FALSE
- Same question as above. Although Sandro also doesn't like this...
COVER_SYSTEM_TREE_EFFECTIVENESS = 15 ??? (30 STOMP default)
- is the cover system still broken?
NO_ENEMY_DETECTION_WITHOUT_RECON = FALSE ??
- kinda makes the Scout trait usless...
ATTACHMENT_DROP_RATE = 100 ?
- won't this giva you too much attachments when killing enemies latter on in the game? might break balance
3. Smeagol you should state somwhere that you edited merc traits, and that the original STOMP trait profiles can be found in the STOMP zip file (in the SCI).
Btw, I like your trait changes, nice work.
4. Quote:The exe in Tais SCI could be a little bit screwed up as well (enemies wearing Spectra Armour in Omerta and such...). The exe version I currently use is like 3 days older and does not have that screw up. It can also be found on my skydrive (simply called ja2.7z). AFAIK, Tais fixed this, so you should remove this comment not to confuse people
5. I made an alternate INI for use with your SCI.
My aim was to enable some disabled HAM and STOMP options, and to basicaly balance out some stuff I consider important. It's kind of a default approach to HAM and STOMP settings, with some of my tweaks that should make gameplay better for an avarage player.
I didn't change any settings which change the overall campaign difficulty (like [Strategic Enemy AI Settings]), i left these at your defaults (after all, you're the author of the WF & AIM mods, so you know best).
I can post the link to my INI here if you guys approve... Also I could make a Readme file with all my changes and explanations.
Please don't consider this as undermining your work or preferences, but just an alternative.
Alrighty, that's about it.
Keep up the great work. Cheers :cheers:
[Updated on: Wed, 01 September 2010 06:21] by Moderator Report message to a moderator
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Sergeant
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Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261205]
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Wed, 01 September 2010 03:41
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goc_man |
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Messages:113
Registered:November 2007 Location: Croatia |
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Confirming the bug GMV was talking about (Hans moves so you can see Tony, before you solve the Brenda quest).
A pretty funny situation actually:
I walk in the porn shop, talk to Hans, the argument between him and Brenda goes on normally. I talk to him again, he says that Tony is in the back, moves and goes in the little hallway leading to Tony's room in the back. Hello? I didn't even give Brenda the tape yet... Then Tony comes out of his room and steps by the counter (WTF Tony never leaves his room). I talk to him and he sells guns normally ("The selection this time of year is exellent"). The door to the back is open. I go in and talk to Hans and he says that Tony stepped out for a bit. WTF mate? Are you deaf? I just talked to Tony! Then I give the tape to Brenda, she leaves, in the mean time, Tony walks from the counter to the exit, like he tried to follow Brenda but stops in the middle of the room, like he forgot where he was or something. I go in the back to talk to Hans, and he tanks me for getting rid of Brenda. So now you can hear me, crazy fuck... I go outside to talk to Tony, just to check up on him. He sells stuff as he should, but once I finish buying, he hysterically runs back to his room in the back..???...Then I talk to Hans again, but now he's become a mute, whatever I click (friendly, direct...) nothing happens. Now it's like we never met. Holy shit what a mess up. The punch line is that Brenda turned out to be the only normal person in there. it's like Tony is blind and can't find his room, and Hans is deaf and retarded...LMAO..reminds me of a really funny Monty Pythons sketch)
Anyways, this is the first time I saw such a mess in Hans' shop, so it must be either a new 1.13 beta issue, or something wrong with the map...
EDIT: Forgot to mention I used the latest SCI bv Tais and your latest map updates.
EDIT 2: A suggestion (might have been talked about before, sorry, but can't resist):
I always thought that it was silly that you can steal the Eldorado from Kingpin without any consequences. So...Why not put the Eldorado in a garage, and block the entrance with guards. This way you'd have to trigger a fight with Kinpin's army, and probably kill them all in order to get the car.
EDIT 3: In the merc/sector inventory, when you hover the pointer over a weapon, only a few compatible attachments are taged (lit up, marked with white silhouette, hope you get what I mean). Same goes for the other way around (attachment -> compatible weapons). Is this a NAS issue? I know all the new weapon slots have tooltips of which attachments are compatible, but I miss the mentioned "tag" feature.
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Sergeant
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Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261228]
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Wed, 01 September 2010 10:55
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tais |
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Messages:656
Registered:February 2008 Location: NL |
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There's an update for the newmaps update that smeagol made, it's not yet in the SCI...
You should test that and see if it still happens
goc_man
EDIT 3: In the merc/sector inventory, when you hover the pointer over a weapon, only a few compatible attachments are taged (lit up, marked with white silhouette, hope you get what I mean). Same goes for the other way around (attachment -> compatible weapons). Is this a NAS issue? I know all the new weapon slots have tooltips of which attachments are compatible, but I miss the mentioned "tag" feature.
i had the same problem in the sector inventory, items that should be attachable to a weapon did not light up when i hovered over the weapon, and yes i placed the weapon in sector inventory, because hovering over a weapon in merc inventory has stopped working a long time ago...
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Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261231]
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Wed, 01 September 2010 11:54
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Luppolo |
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Messages:150
Registered:July 2009 |
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7.62x39 match bullets don't give any range bonus
same for 9x21 SP-11 (which aren't named "match" but are marked white)
oh and Rudolf doesn't want to extend contract due to my death rate... but nobody died (yet)
[Updated on: Wed, 01 September 2010 11:56] by Moderator Report message to a moderator
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Staff Sergeant
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