Home » MODDING HQ 1.13 » v1.13 General Development Talk » "1.13" Mod - Main Thread
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Re: "1.13" Mod - Main Thread[message #10296]
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Sat, 13 August 2005 17:25
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PoliceLT |
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Messages:31
Registered:August 2005 Location: Australia, Melbourne |
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Alright MM, I'll get to work on researching the PL4/5/6 weaponry, I think I'll be able to figure some new stuff out along the way.
Just not now, I'm entrenched in a Stargate SG-1 Season 9 Marathon :-/
And that's a good link there, abradley!
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Berrata BM59 - http://world.guns.ru/assault/as54-e.htm
Ammunition Type: 7.62 NATO
Amount of Rounds: 20
Kilograms of Weight: 4.4KG
Draw Action Points: 8AP
Fire Action Points: 7AP
Inflicted Damage: 30ish
Effective Range: 30-35
Additional Notes: The BM59 is a variant of the olden M1 Garand, and managed to come before the Mini-14 came out (1959 BM59 | '70s Mini-14)
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SVT-38/40 - http://world.guns.ru/rifle/rfl06-e.htm
Ammunition Type: 7.62*54R
Amount of Rounds: 10
Kilograms of Weight: 3.9KG
Draw Action Points: 9AP
Fire Action Points: 7AP
Inflicted Damage: 30ish
Effective Range: 30-35
Additional Notes: During WWII, the USSR developed themselves a rifle, and this is it. The SVT-40 was developed for the experienced of the Soviet marines, which proved successful to those marines' survival. When the war ended, the SVT-40 went straight to the reserves and later on, to the civilian market. The SVT-40 is no longer being manafactured (1950s-), but there is still plenty around (Kind of like the Thompson .45s).
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And I exausted World.guns.ru of any medium type guns, I'll try getting other guns later, but I think these two should fill the gap nicely.
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Private 1st Class
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Re: "1.13" Mod - Main Thread[message #10297]
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Sun, 14 August 2005 09:08
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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svt uses 7.62*54R ammunition (same as dragunov SVD) not 7.62 WP (which is 7.62*39)
this would also be nice: adding correct ammunition for the dragunov SVD (and SVT if included)
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Sergeant Major
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Re: "1.13" Mod - Main Thread[message #10298]
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Sun, 14 August 2005 10:28
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flybyu |
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Messages:44
Registered:August 2005 Location: Indiana U.S.A |
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@Madd Mugsy
I don't know if you have or not but some one earlier in the thread mentioned RPG's Did you install them? Or can you? That would be very cool.
And adding 7.62x54r ammo would be a great addition also.
Dragunov SVD should also take less AP to fire as it is a Simi-Auto weapon. I have fired it and it is a lot quicker to fire then your standard bolt action Sniper rifles.
Great Mod! Again Great Mod!
Oh one more thing how about a M14 Socom-16
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Corporal
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Re: "1.13" Mod - Main Thread[message #10305]
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Sun, 14 August 2005 19:47
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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Quote:Originally posted by Police L.T.:
Quote:Originally posted by the scorpion:
svt uses 7.62*54R ammunition (same as dragunov SVD) not 7.62 WP (which is 7.62*39)
this would also be nice: adding correct ammunition for the dragunov SVD (and SVT if included) Well I screwed that one up, but then again, the SVD does have Warsaw Pact rounds too.
I'll fix that. Hi Police L.T
there is a mistake in ja2. Normally, the SVD fires 7.62*54R and not 7.62*39 (the shorter ammunition used in SKS and AKM)
i don`t mean to annoy you, it is a mistake in ja2 and i would like to see that it`s fixed in the 1.13 Mod
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Sergeant Major
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Re: "1.13" Mod - Main Thread[message #10307]
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Sun, 14 August 2005 20:36
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the scorpion |
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Messages:1834
Registered:September 2004 Location: CH |
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oh yes, sure it`s a WP round. i didn`t understand it right. sorry
yes, 7.62*54R would be cool
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Sergeant Major
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Re: "1.13" Mod - Main Thread[message #10308]
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Mon, 15 August 2005 03:04
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Madd_Mugsy |
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Messages:634
Registered:July 2005 Location: Canada |
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I've been comparing the new stats for some of the weapons with the existing stats, and some of them just don't seem right to me. What's the range on an M4/Colt commando? In the game it's 20 tiles / 200m. The MP-5A2,SD3 and UMP-45 have a range of 30 / 300m. The G36C only has a range of 250m / 25 tiles. The Five seveN has a range of 250m / 25 tiles, compared to the P90 at 225m / 22-23 tiles.
Do some of the new guns seem a little long range to you folks?
I'm going play around with reducing the MP5A2, MP5SD3 and UMP45 by five tiles, increasing the G36K/C by 5 tiles, reducing the Five seveN by 5 tiles, and increasing the p90, m4a1, and hk53 by five tiles.
Thoughts?
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Re: "1.13" Mod - Main Thread[message #10316]
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Tue, 16 August 2005 15:32
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surefire |
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Messages:15
Registered:August 2005 |
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It's a great respectful job you've done, Madd Mugsy, i'll try this mod as soon as i finish my wf5 game(maybe earlier if i cannot wait to start a new 1.13 one ), i'm sure all these stuff such as autofire, roof-climbing, flanking and blind-sniping will give me a totally new experience of JA.
And i do have some suggestions here:
1. Can you make some changes to sniper rifles, they are built mainly for "one shot, one kill", but in game they are more like the semi-auto version of assault rifles. for example, MSG-90 and G3 both fire 7.62NATO ammo, in the game if they all hit the target, they just deliver almost the same damage, the only difference now is the accuracy of each gun. but a true-life picture is if you spend time sniping, you can deliver a lethal blow to enemy, so why don't use the disabled burst-mode button for sniper rifles as a snipe-mode button, and you can spend more AP on target while you gain Fatality Level for your next shot, when you fire this bullet it will deliver huge damage(maybe basicDamage*FatalityLevel).
Several minor suggestions relating this:
-Some settings in Silent Storm can be referenced, where snipers should spend all AP available to get into snipe mode and may use a few turns to snipe a specific target, then give a lethal blow, changing target or target disappearing will make the snipe effort in vain;
-Every weapon has its deadliness, but sniper rifle is absolutly a deadly weapon in a right hand, so only sniper rifles can reach a high Fatality Level of shot, while other rifles may only reach a low Fatality Level; and good sniper can spend less AP to gain a higher Fatality Level; for example, MSG-90 has a top Fatality Level of 5, while SKS scoped can only reach a top Level of 2, and while SCOPE can spend 5 AP to gain a Fatality Level, Raider must spend 8 AP .
-While in snipe mode, a number indicating Fatality Level(or a bar like that indicating accuracy) can be a necessary info;
-While in snipe mode, sniper can change to a long and narrow vision(maybe like the tunnel vision mentioned by Lochmacher ), then he/she can spot some enemies that cant be spotted in normal vision, and thus a low level character using sniper rifle can interrupt an unawared high level enemy
2. can you improve the item management on map mode, simply grouping items of same category into a TAB(ie. weapons, ammo, armour, misc, etc) like Bobby Ray's website had done would bring some efficiency.
3. I wonder whether we can throw grenades while crouching or proning like we could do in real life?
4. Repairing should reduce the max durability of items. In my opinion this could make the game more balanced, and Bobby Ray's a must.
5. How about adding reflex sight attachment which can reduce AP cost of firing?
6. How about adding M3 Super 90 shotgun?
http://world.guns.ru/shotgun/sh15-e.htm (Thanks to Police L.T. for providing this great site!)
I know I've asked for so much that could be way more work, but your mod has already provide lots of attractive factors, why not more? Anyway, it's a great mod already and your efforts've convinced me many things i've dreamed in JA could come true at last.
Thanks to you, MM, and thanks for your powerful work!
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Private
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Re: "1.13" Mod - Main Thread[message #10317]
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Tue, 16 August 2005 16:03
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Madd_Mugsy |
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Messages:634
Registered:July 2005 Location: Canada |
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darkThor,
Well, some of your requests are doable, but others are still beyond the scope of my knowledge of the engine.
1. I haven't really played with the burst button options yet, but this is a good idea, and it gives me a second reason to delve into how the burst button works... The first, if anyone's wondering, is to see if I can use it to cycle through different weapon modes that use different ammo. If it's possible, then I could put in the 5.56 mm OICW, along with its 20mm grenade clip.
2. I agree this would be nice, but I'm not very familiar with this part of the code (yet). If/when I get there, I'd also like to look into vehicle inventories.
3. This one I can't do. The animations just aren't in the game for it.
4. I could look into this one as well. Should be fairly doable.
5. Send me a pic and some stats, and I'll see what I can do.
6. Can do.
flybyu,
Thanks, that's a great pic. Should be easy enough to photoshop that into the game. BTW, what's the difference between the LAW and an RPG? (Besides the fact that one's a rocket and the other's a grenade) Does one have a greater blast radius or damage, etc than the other?
Status update:
I've added a bonus 4 tiles to range when a duckbill is used on a shotgun (too much? too little?). I've added a bonus 6.5 tiles when a solid slug is fired from a shotgun, which increases their range to 20 tiles (same as most SMGs).
I've also added a flash suppressor. That was more of a pain in the ass than I'd hoped, since I wanted to make the animations reflect the lack of muzzle flash and they originally showed it no matter what (even for dart guns ). But I eventually got it to work, and now you can go around shooting enemies in total darkness (turn off merc lights at night to see the difference).
Anyway, in the next version you should be able to buy flash suppressors for all guns (should some be left out? let me know) at Bobby Ray's and Tony's for $100. They don't do much, so they should show up pretty early on, shortly before silencers.
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Re: "1.13" Mod - Main Thread[message #10319]
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Tue, 16 August 2005 18:09
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Lochmacher |
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Messages:53
Registered:March 2005 Location: Tacoma, WA US |
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I don't think that the act of repairing should incur the damage to the item. Rather, not repairing when the weapon hits a certain percentage should reduce the weapons overall functions permanently. If you really love a gun (in game, of course), then you would hate to have this happen to it and would take time out to maintain it, see? Think of it as cleaning and fieldstripping. After a while, you treasure that gun and having it break permanently without the option of replacement parts seems ridiculous (besides, it might be rare...).
As for BR, he gets enough business from me in the form of mortars, nades, canteens, and repair kits!
Reflex sight should not generate greater accuracy though, but rather hinder it at range, no? Love the idea though (could make some pistols VERY nasty).
I would like to see the return of equipment that adds inventory space/makes it more "efficient". You could use the weapon code that allows you to stick items in as "attachments" but they would really be contents of said container e.g. an ammo cartouche that fits 6-8 clips in a large inventory slot (would need to test for gameplay balance, of course) or a belt that holds 6 handgrenades or 8 launcher grenades, etc. Would be nice to do it this way, as there is already a pentalty (AP cost) for removing and adding items in combat! Just a thought... (WARNUNG! May not be feasible at all!)
Oh, the more we play, the more we want.
You have whet our appetites!
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Corporal
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Re: "1.13" Mod - Main Thread[message #10324]
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Wed, 17 August 2005 00:24
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flybyu |
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Messages:44
Registered:August 2005 Location: Indiana U.S.A |
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@MM the LAW and RPG are somewhat the same in many ways except that a RPG can be fired over and over again as long as you have ammo. Where a LAW is a one shot tank killer, the RPG is able to shoot as long as it is functional. I would say the ammo for it should take the same space as the mortar shells do.
I agree with Grindedstone sniper rifles should use Sniper scopes, and Aim point can be used but with less range and or accuracy.
I like DarkThor's Idea of the M3-90 shotgun but instead of adding it replace the M870.
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Corporal
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