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Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #264328] Tue, 05 October 2010 22:06 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3698
Registered:July 2009
Luppolo
the rpk has bipod bonus even when it's not attached to the weapon

You'll notice that even after attaching a stock the RPK (actually all the light machine guns and sniper rifles) still has a CTH penalty that's equal to the bipod bonus. Smeagol did this to discourage firing heavy guns when not being prone.


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #264336] Tue, 05 October 2010 23:16 Go to previous messageGo to next message
Cafu

 
Messages:35
Registered:February 2008
Location: Finnland, very north
Did you give letter to Miguel?
I am not sure if it will affect.
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #264337] Tue, 05 October 2010 23:28 Go to previous messageGo to next message
Luppolo

 
Messages:151
Registered:July 2009
Cafu
Did you give letter to Miguel?
I am not sure if it will affect.


it happened even after delivering letter to miguel

in general npcs act odd, fatima refuses to take the letter ("no, thank you") unless i talk "direct" to her before, and father walker does never mention miguel for the quest unless i use ira to talk to him
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #264341] Wed, 06 October 2010 00:32 Go to previous messageGo to next message
finesse

 
Messages:5
Registered:June 2010
Luppolo
Cafu
Did you give letter to Miguel?
I am not sure if it will affect.


it happened even after delivering letter to miguel

in general npcs act odd, fatima refuses to take the letter ("no, thank you") unless i talk "direct" to her before, and father walker does never mention miguel for the quest unless i use ira to talk to him


Have you played with wildfire before? You need mercs with decent leadership to get the miners on board. Basically, overall leadership checks are harder for conversations from what i've noticed. If this isn't the issue, It must be a bug.
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #264354] Wed, 06 October 2010 11:22 Go to previous messageGo to next message
Luppolo

 
Messages:151
Registered:July 2009
i think 85 ldr is high enough

so far only drassen and alma mine work, and drassen does only if is the first mine captured (headminer Fred)
needless to say this is extremely annoying

other stuff

in the vfs log i get these errors, they doesn't seem to affect anything in-game

[0.662096] : Reading profile : Vanilla Dirs
[0.662121] : directory : "Data"
[0.818247] : Reading profile : v1.13
[0.818272] : directory : "Data-AIMNAS"
[0.92141] : Reading profile : Player Profile
[0.921437] : directory : "Profiles\UserProfile_AIMNAS"
[1538.08] : file "AMBIENT\32.bad" does not exist
[1641.02] : file "SOUNDS\Ceramic Armour Insert.wav" does not exist



where is the package for wildfire 1.13 (not tais sci)? i want to make a clean install myself
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #264355] Wed, 06 October 2010 11:50 Go to previous messageGo to next message
Gorro der Grüne

 
Messages:1469
Registered:March 2009
Location: Broadwurschd-City
please put a save + ini to megaupload or somesuch
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #264361] Wed, 06 October 2010 12:17 Go to previous messageGo to next message
Luppolo

 
Messages:151
Registered:July 2009
http://www.speedyshare.com/files/24566553/Data-AIMNAS.7z
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #264369] Wed, 06 October 2010 15:08 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
I basically didn't mess with any of the quests / miners.


So, any bugs encountered are either in WF for a long time or got introduced by latest additions (things like lua scripting come to mind...).


Dunno... definitely not my fault, though.


Also never encountered such strange behaviour in any games I played (sure, the Father Walker quest only works with Ira, but headminers not working for me never happened...).


RPK bipod bonus is, as Brot already pointed out, related to the fact, that LMGs and heavy sniper rifles should be fired prone only, otherwise you get nasty penalties (which are off-set by the prone bonus...).


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #264371] Wed, 06 October 2010 16:20 Go to previous messageGo to next message
Luppolo

 
Messages:151
Registered:July 2009
a soldier in grumm mine (H3, the one on the roof next to ACA building) has a Steyr SSG-P1 sniper rifle without stock

another one in the same sector (on the roof NE of the previous one) has a Minimi without stock

Dr.Q kit 3 and 4 has a AKS-74U without stock

the crossbow has -40 accuracy, -10 with polymere stock fixed, but no bonus for prone, is it intended to have such a low accuracy?

[Updated on: Wed, 06 October 2010 16:27] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #264372] Wed, 06 October 2010 16:54 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
yes, crossbow has intended low accuracy, otherwise it would be pretty much an uber gun (very high damage, next to 0 noise... low acc is a way to balance the crossbow a bit).

as for the missing stocks: yeah, not much I can do about that atm... unless warmsteel figures out how to fix the default attachment thingy, missing stocks will happen from time to time. :/


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #264382] Wed, 06 October 2010 21:27 Go to previous messageGo to next message
Gorro der Grüne

 
Messages:1469
Registered:March 2009
Location: Broadwurschd-City
Luppolo
every town has loyalty over 70, every headminer uses the lines they use after the first talk


In the posted save they haven't. Chitzena 44, Cambria 39, Drassen 78

I loaded it with Tais' SCI V 13 12

Was told different Version than save.

Your male IMP is in Chi.

friendly, friendly as well as friendly, direct worked like a charm.

after activating the mine he got his first kill (killing the Canadian has NO negative effect, as alllwayysz)




Have to aquit Smeagol and Tais, it is/was Your installation





btw: nice IMPs You have, the look like my design

[Updated on: Wed, 06 October 2010 22:09] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #264383] Wed, 06 October 2010 21:39 Go to previous messageGo to next message
Randok

 
Messages:304
Registered:March 2004
Where is Tais' SCI V13?
I would like to load it.
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #264384] Wed, 06 October 2010 21:41 Go to previous messageGo to next message
Luppolo

 
Messages:151
Registered:July 2009
i did try before in a cheat game to see the reaction with 100 loyalty, anyway i just extracted tais sci, it say different version because i used the new 1.13 exe
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #264387] Wed, 06 October 2010 22:06 Go to previous messageGo to next message
Gorro der Grüne

 
Messages:1469
Registered:March 2009
Location: Broadwurschd-City
Randok
Where is Tais' SCI V13?
I would like to load it.


typo V12
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #264595] Sat, 09 October 2010 16:58 Go to previous messageGo to next message
reVurt

 
Messages:61
Registered:March 2007
Location: The Great White North, eh...
Found a possible workaround for the San Mona boxing bug that leads to weird behaviour afterward with the merc who takes part in the fight. If the merc in question is one you hired via AIM or MERC, you can dismiss them, and then when they become available again at their respective website, rehire them. (Can you dismiss and rehire your IMP? I've never tried this.)

This seems to clear the pointer or whatever that attaches to the merc, and it kind of makes sense, as taking them off of the game map probably frees the memory associated with them, so that when they get rehired, the game recreates them from their profile and stored stats.
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #264598] Sat, 09 October 2010 17:19 Go to previous messageGo to next message
Luppolo

 
Messages:151
Registered:July 2009
SAW lbe vest and .470 nitro bullets are available at BR but the description says "not for sale"

in grumm mine (H3) a roof tile is absent
http://b.imagehost.org/0151/SCREEN000.png
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #264601] Sat, 09 October 2010 20:00 Go to previous messageGo to next message
K0ukku

 
Messages:188
Registered:December 2009
Well the "Not for sale" is obviously just a joke? At least I was little amused by it.
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #264611] Sat, 09 October 2010 22:50 Go to previous messageGo to next message
datakurs

 
Messages:166
Registered:June 2009
Location: Budapest, Hungary
I think "not for sale" is the default text for those items that were not intended to appear at Bobby Ray's, so it's a missing description bug.
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #264615] Sun, 10 October 2010 00:22 Go to previous messageGo to next message
Maalstroom

 
Messages:341
Registered:December 2008
Location: en route to San Hermanos
hi smeagol, are you planning to start working on big maps project again?
p.s. love your work!
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #264669] Mon, 11 October 2010 07:18 Go to previous messageGo to next message
Esgaro

 
Messages:11
Registered:September 2008
Shotgun chokes seem to be broken, at least in the current version of Tai's SCI. I can switch the chokes from full to rifled and watch the spread pattern not change at all. Yes, I am indeed firing things other than shot. Before, using a rifled choke with anything else but shot would make the pellets randomly scatter everywhere. Likewise, a full choke isn't giving me the tight spread I had before.
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #264672] Mon, 11 October 2010 10:24 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3698
Registered:July 2009
Already noticed this, good to have another confirmation. Also, what exe revision and mods did you use before (the one where it worked)?


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #264677] Mon, 11 October 2010 14:24 Go to previous messageGo to next message
wolf00

 
Messages:1147
Registered:September 2006
Location: Czech Republic

logisteric:drasen aiport problem solved,i dowloading tais sci for ja2 1.13 copy to new folder[aim]copy data from aim v12[facilities] & just copy data files from tais sci,no one now losing health... yes it is litle owerkill.. but works ...

[Updated on: Mon, 11 October 2010 14:29] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #264686] Mon, 11 October 2010 16:37 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Somehow the spreadpatterns don't work. No idea why. But I've discovered this as well. But really nothing I as a humble xml monkey can do about it. :/


As for big maps: yes, I intend to work on them sometime again. But this requires two things: better tilesets and the speed problem solved. At the moment playing big maps is a pain in the ass, enemy turns take 5-8 minutes, depending on how crowded the map is and if the enemies know the whereabouts of the mercs. I tried a couple of times and each times on enemy turns the cpu usage hits 100% for some time. AI pathing needs a rework for big maps and from what I hear, AI path coding is no fun.



The not for sale is obviously not intended. I add the "not for sale" to all stuff that BR shouldn't carry in his sortiment. So it's either that the item shouldn't be there at all (like single magazines/bullets) or that something got changed and the item is supposed to be on sale but I forgot to change the description (as is the case with the SAW vest... I removed the LBE gear merges and made the SAW vest buyable...).




[Updated on: Mon, 11 October 2010 16:39] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #264691] Mon, 11 October 2010 17:12 Go to previous messageGo to next message
Esgaro

 
Messages:11
Registered:September 2008
Yeah, I just tested the chokes using Tais vanilla build, and they don't work right there either. So it looks like it isn't a AIM problem, but a generic 1.13 problem.

[Updated on: Mon, 11 October 2010 17:13] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #264692] Mon, 11 October 2010 17:17 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Good to know. Maybe Tais knows how to fix this.


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #264775] Wed, 13 October 2010 13:58 Go to previous messageGo to next message
tais

 
Messages:670
Registered:February 2008
Location: NL
Well at this moment i cannot do a lot since i got back into the working force and i'm pretty busy for most part of the day.
I can try to look into it in the weekend but i think it's better to ask someone else to do it..


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #264845] Thu, 14 October 2010 19:10 Go to previous messageGo to next message
Ramirez

 
Messages:86
Registered:January 2004
Location: M
Greetz, folks!

I am really astonished to come back after nearly a year and this mod is still in the progress. Great job. But I do miss a link how to get this mod working or I cannot find it. Do I need the latest 1.13 or ist ot still based on 2085? Tais Oneclick installer has to be directed to 1.13? DLing it atm, so can't check.
Thx

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #264847] Thu, 14 October 2010 20:00 Go to previous messageGo to next message
Gorro der Grüne

 
Messages:1469
Registered:March 2009
Location: Broadwurschd-City
for the English version You need a clean gold install and this
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #264848] Thu, 14 October 2010 20:10 Go to previous messageGo to next message
Ramirez

 
Messages:86
Registered:January 2004
Location: M
Thank u very much, mate!
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #264851] Thu, 14 October 2010 23:09 Go to previous messageGo to next message
crotch
Messages:2
Registered:August 2010
Tais
that's no mp5k ras, those dont exist..
that's the mp5 ras or ris (or whatever you call it) with a foregrip attached to the bottom rail


MP5k RAS system...
http://i357.photobucket.com/albums/oo13/oljoe/MP5K_001.jpg

this is an airsoft product, but no doubt is available for 'real' use
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #264852] Thu, 14 October 2010 23:17 Go to previous messageGo to next message
smeagol

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


I might include it (though the MP5K basically stinks in game anyways...).


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #264871] Fri, 15 October 2010 13:45 Go to previous messageGo to next message
wolf00

 
Messages:1147
Registered:September 2006
Location: Czech Republic

i wish to see small mp like glock 18c or bereta 93r but in 10mm ..
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #264872] Fri, 15 October 2010 13:47 Go to previous messageGo to next message
tais

 
Messages:670
Registered:February 2008
Location: NL
yeah i also found that mp5k ras a while after i posted that reply.
I guess it kinda exists but there's not a lot of info on it...
But i dont know if a fully tricked out mp5k well be good for balance.. So smeagol has to decide on that Smile


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #264873] Fri, 15 October 2010 14:30 Go to previous messageGo to next message
Isenhertz
Messages:2
Registered:December 2007
I've been enjoying a replay of JA with the AIMNAS-HAMSTOMP-WF SCI for a while now, and have been squeeing like a little girl over the awesomeness this constellation delivers.

But, and I realize this is a pretty stupid question -- how the hell do I get magazines from ammo boxes? I love being able to lug around a greater amount of ammo, but reloading from the boxes is a pain, and it also makes much of the LBE gear with magazine pouches useless. What am I missing here?
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #264879] Fri, 15 October 2010 16:46 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Two ways to do this:

- either manually by loading a gun and removing the magazine (not recommended, as this is really tedious)

or

- simply make crates out of the boxes (should be something like ctrl+shift+a in tactical view). and then use the crates to make magazines. for this just drag the crate over a gun in strategic view and voila... 5 magazines for your gun.

Problem with thisis, that all boxes in the sector will be transformed into a crate. So you either need a donkey of the calibre to make boxes, or you have to store boxes you don't want to be made into crates somewhere else (like in a merc inventory, a vehicle inventory or of course in a different sector).


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #264881] Fri, 15 October 2010 17:12 Go to previous messageGo to next message
Isenhertz
Messages:2
Registered:December 2007
Aha! Well, that's certainly convoluted enough that it didn't occur to me. Thanks!
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #264891] Fri, 15 October 2010 18:24 Go to previous messageGo to next message
tais

 
Messages:670
Registered:February 2008
Location: NL
Isenhertz
I've been enjoying a replay of JA with the AIMNAS-HAMSTOMP-WF SCI for a while now, and have been squeeing like a little girl over the awesomeness this constellation delivers.

But, and I realize this is a pretty stupid question -- how the hell do I get magazines from ammo boxes? I love being able to lug around a greater amount of ammo, but reloading from the boxes is a pain, and it also makes much of the LBE gear with magazine pouches useless. What am I missing here?


third option
- grab one or more ammo boxes
- go to the description box of the gun that has the required magazine size
- start clicking on the unload ammo button with the ammo boxes until the ammo box cursor changes into the magazine

this will load your mercs inventory with magazines and when you have lots of ammo boxes even the sector inventory will be loaded with magazines
also if you have 30 round mags and 100 round boxes you will get lots of mags with 10 of 30 rounds in them


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #264939] Sat, 16 October 2010 18:52 Go to previous messageGo to next message
olol

 
Messages:28
Registered:March 2009
Hi smeagol,


Hope you can also modify the initunderground.lua, making it more suitable for WF mod.

Just like WF6.04


Good job !
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #264944] Sat, 16 October 2010 20:06 Go to previous messageGo to next message
Ramirez

 
Messages:86
Registered:January 2004
Location: M
Wow, this mod is getting better and better. I love the improvements so far! It might be answered already but I really have no time reading through over 100 pages, so plz excuse me asking:

1. I can only train militia in Drassen-Mine-Sector - is this intended (loyalty is 100%)?

2. When I last tried this mod (ca. 1 year ago), you could spend more than 3 extra AP on aiming, depending on the scope. Now it is always 3 AP- intended?

3. Tried this AIM modul (Laser, reddot, 4xscope) but I can't spend any extra AP with that one. As there is an integrated scope shouldn't is be possible?

Thx
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #264946] Sat, 16 October 2010 20:56 Go to previous messageGo to previous message
DepressivesBrot

 
Messages:3698
Registered:July 2009
1. Yes, the only ACA building in Drassen is in the mine sector (that 2x3m office at the airport doesn't count), lookup 'HAM facilities' to learn more.

2. You could always have 4 extra aim levels in vanilla.
In basic 1.13 it was 4 clicks with iron sights / smaller scopes, 6 with battle scopes and 8 with sniper scopes. (allow_extra_aimlevels must be true)
With dynamic_aim_levels activated in the ini, you get a dynamic behavior with only 1 click on pistols and 8 when prone with a sniper scope and bipod on a sniper rifle.

3. Should work like a normal 4x scope.


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