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Alpha_Item_Mod_for_WF6.06 Part 1[message #208140] Thu, 05 February 2009 17:51 Go to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Okay, I decided to start a new topic for the Item_Mod, in order not to overcrowd the WF6.06 thread.

The newest version of the Item_Mod is AlphaV03.

It can be found here: AlphaV03_Item_Mod.

This version fixes some minor glitches (too long Bobby Ray description texts, missing texts, wrong texts), the crash when opening certain shopkeepers inventories and the crash when trying to access the sector inventory when a folding spade is in one sector.

Also the general small got changed not to able to carry SMG magazines anymore.


If anyone of you guys, who are kind enough to test the Item Mod, find anymore errors, bugs, crashes or irritating stuff, feel free to post it here. I'll have a look at it as soon as possible. :happybear:




[color:#000099][color:#33CC00]
So if any one wants to test some of the changes, you'll find them there (as soon as the upload is complete, may take a while, since the file is rather big... 18MB). This will be compatible with Scheinworlds one-click installer, the .ini in the Data-Wildfire6.06 folder is set for SpaceVikings ManyMercs, thus you probably should use ja2_release_SV_B007a (at least that's what I'm currently using, should be compatible to higher versions...). Also currently the starting money is set to a little higher values... you might want to change this, before starting a game.

To get things running, just extract the content of the file to your JA2 Data-Wildfire6.06 folder.

You'll get the changes I made to the items, the added items, changes to the prof.dat (some mercs got changed skills, for example Raven has now Sniper trait instead of automatic weapons, to fit her biography...) and the updates on the WF maps (including the Jeep in A10).

Game setting should be New Inventory (sorry, I don't support OIV, as many of the new items include load bearing equipment...).[/color][/color]
EDIT by LOCKIE

[Updated on: Tue, 10 July 2012 15:24] by Moderator



Re: Alpha_Item_Mod_for_WF6.06[message #208142] Thu, 05 February 2009 18:09 Go to previous messageGo to next message
Scheinworld

 
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@ smeagol: You got a mail in the German forum. Smile

What do you think about the idea of an updated

[Updated on: Thu, 05 February 2009 22:22] by Moderator



Re: Alpha_Item_Mod_for_WF6.06[message #208143] Thu, 05 February 2009 18:17 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
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Scheinworld
@ smeagol: You got a mail in the German forum. Smile

What do you think about the idea of an updated


Re: Alpha_Item_Mod_for_WF6.06[message #208172] Fri, 06 February 2009 04:26 Go to previous messageGo to next message
Kindred

 
Messages:121
Registered:September 2006
Location: Australia, baby!
Smeagol, is there a reason you removed the ability to tape a grenade to a gas can to create a bomb in Aplhas 2 and 3?

I really enjoyed that feature. Improvised weapons really appeal to me.
Re: Alpha_Item_Mod_for_WF6.06[message #208188] Fri, 06 February 2009 11:35 Go to previous messageGo to next message
smeagol

 
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Kindred
Smeagol, is there a reason you removed the ability to tape a grenade to a gas can to create a bomb in Aplhas 2 and 3?

I really enjoyed that feature. Improvised weapons really appeal to me.


Hmm... I probably simply forgot to include them. I'll add them as soon as possible.

Oh, and another thing: I'll recommend upping the explosives damage multiplier in the .ini file to 50. Otherwise those grenades won't do too much...


But as you mention it, duct tape and quick glue, as well, have become quite relevant (you'll need these to the attachment combos).


Re: Alpha_Item_Mod_for_WF6.06[message #208190] Fri, 06 February 2009 11:59 Go to previous messageGo to next message
Kindred

 
Messages:121
Registered:September 2006
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Oh, good, so it's not an issue with them causing bugs. I generally play without vehicles (except the helicopter for mercy dashes to the hospital) so I like to be able to put the fuel to use.
Re: Alpha_Item_Mod_for_WF6.06[message #208241] Sat, 07 February 2009 00:06 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Just uploaded an: update to Version 04

Changes in V04:

- fixed a problem with Devin's inventory (tear gas and smoke mortar shells didn't work properly, as they still had wrong tags and therefore caused shopping at Devin's to crash the game). This should be fixed, but as the shopkeepers inventory changes on a daily basis, there might be other items causing problems. If any of you finds these before me, would be nice if you'd drop me a line. Smile

- added the Eagle - tank of gas - bombs. Instead of duct tape they now require a can of oil. These cans have been added to enemy drops as well as to shopkeeper inventories (Jake, Sam and Keith).

- Molotov Cocktails now require can of oil, as well. I always thought it was kind of dumb, to just stack a piece of cloth into a bottle of Vodka to get an incendiary bomb... now at least you'll also need a can of oil.

- to be consequent, I also changed how you create the ACOG 4x combo. As with all other combo items this one now requires either duct tape or quick glue.

- changed coolness of certain items, as they are dropped far too early in my opinion (this mainly includes some knives and SWAT armor).

- doublechecked all grenades to work properly. added increased start radius of area effects (like smoke grenades now have +1 starting radius, otherwise you'll most of the time have to wait 2 full turns to have any significant effect... in a situation when you want to throw a smoke nade, you usually don't have the time to wait 2 turns). Larger grenades (like the ones for launchers), of course have a bigger starting radius (43mm having the biggest).

Still I'd recomment to change explosives damage to 50 in the .ini. All damage values of the explosives in the xml are set to rather low values, having the explosives multiplier set to 50 gives an adequate damage output.


Also had another minor glitch at Devin's shop. he sold grenade launcher collimators for 1$ a piece (normal price should be around 2500$). Don't know, if this was a singleton event, or if he always sells them at this price. I might have to disable this from his shop later on. If anyone can confirm this, I'd like to know.


Re: Alpha_Item_Mod_for_WF6.06[message #208243] Sat, 07 February 2009 00:15 Go to previous messageGo to next message
Majek

 
Messages:441
Registered:January 2003
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Wow. This sounds like a completely new game, so i'll wait till i finish the current WF before i take on this Surprised
Re: Alpha_Item_Mod_for_WF6.06[message #208244] Sat, 07 February 2009 01:16 Go to previous messageGo to next message
Kindred

 
Messages:121
Registered:September 2006
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It kind of is like playing a new game. Suddenly, you're not wondering why all these items are in the game, you're using them to make new and exciting ways of killing people!
Re: Alpha_Item_Mod_for_WF6.06[message #208245] Sat, 07 February 2009 01:37 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Kindred
It kind of is like playing a new game. Suddenly, you're not wondering why all these items are in the game, you're using them to make new and exciting ways of killing people!



Hehehe... have you tried the Claymore? That's a fun way to kill black shirts (even better when you modify it with copper wire, you'll get a claymore that will accept detonators Wink).


Still trying to find a use for certain items, though... maybe I'll add a glass jar-marbles bomb sometime (but that'll need a new pic).


Re: Alpha_Item_Mod_for_WF6.06[message #208246] Sat, 07 February 2009 02:21 Go to previous messageGo to next message
Kindred

 
Messages:121
Registered:September 2006
Location: Australia, baby!
I haven't tried putting a detonator on the claymores, but I have made a trip klaxon. I'm not sure if that's an addition from this mod, but I'd never encountered it before. I used it in Alma and got a three-man interrupt when a blackshirt came out of a door - blew him away.

Also Smeagol, is there a way to create remote detonators with your new merges? I have more remote triggers than I do detonators, and I thought that merging a trigger with a regular detonator might be a good way to make remote detonators.
Re: Alpha_Item_Mod_for_WF6.06[message #208247] Sat, 07 February 2009 02:34 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Kindred
I haven't tried putting a detonator on the claymores, but I have made a trip klaxon. I'm not sure if that's an addition from this mod, but I'd never encountered it before. I used it in Alma and got a three-man interrupt when a blackshirt came out of a door - blew him away.

Also Smeagol, is there a way to create remote detonators with your new merges? I have more remote triggers than I do detonators, and I thought that merging a trigger with a regular detonator might be a good way to make remote detonators.


The Trip wire thingies were deactivated in 1.13. I just made it possible to make them from merges. There are in fact two of them, the trip flare and the trip klaxon, which is an alarm trap.

I might add a merge to create remote detonators. haven't thought about that yet, as I always had the feeling, that they are pretty easy to get and I always had quite a few spare ones lying around (check out Devin, he should have quite a few of them for sale...).


Re: Alpha_Item_Mod_for_WF6.06[message #208248] Sat, 07 February 2009 03:19 Go to previous messageGo to next message
Kindred

 
Messages:121
Registered:September 2006
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[quote=smeagol]Kindred
I might add a merge to create remote detonators. haven't thought about that yet, as I always had the feeling, that they are pretty easy to get and I always had quite a few spare ones lying around (check out Devin, he should have quite a few of them for sale...).


I recruited Devin. Sad
Re: Alpha_Item_Mod_for_WF6.06[message #208249] Sat, 07 February 2009 03:29 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Kindred


I recruited Devin. Sad


Not the best idea in this mod, I guess. Then you'll have to rely on Bobby Rays for supplies. At least in the early and midgame I usually let Devin stick around to sell explosives (and even later on, when I have huge piles of stuff lying around, I normally don't hire him, as I don't like his German voice and speech files too much).


Re: Alpha_Item_Mod_for_WF6.06[message #208250] Sat, 07 February 2009 03:31 Go to previous messageGo to next message
Kaerar

 
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Registered:January 2003
Location: Australia :D
You can still buy stuff from him by talking to him during real time (the lips icon).


Re: Alpha_Item_Mod_for_WF6.06[message #208251] Sat, 07 February 2009 03:33 Go to previous messageGo to next message
Kindred

 
Messages:121
Registered:September 2006
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Kaerar
You can still buy stuff from him by talking to him during real time (the lips icon).


Really? Awesome. BRB, wiring Kingpin's house with C4 and HMX.
Re: Alpha_Item_Mod_for_WF6.06[message #208252] Sat, 07 February 2009 03:35 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
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Kaerar
You can still buy stuff from him by talking to him during real time (the lips icon).


Wow, didn't know this either. Never even tried it. Great hint. Thanks Kaerar. :happybear:


Re: Alpha_Item_Mod_for_WF6.06[message #208254] Sat, 07 February 2009 03:41 Go to previous messageGo to next message
Marlboro Man

 
Messages:1192
Registered:October 2005
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Quote:
The Trip wire thingies were deactivated in 1.13. I just made it possible to make them from merges. There are in fact two of them, the trip flare and the trip klaxon, which is an alarm trap.


I believe these were deactivated by the original devlopers of JA2 for some reason or another. I had assumed it was because they couldn't get them to work like they wanted too. How did you get them work? And what happen's when you do get them to work? Smile


Re: Alpha_Item_Mod_for_WF6.06[message #208256] Sat, 07 February 2009 03:52 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
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Marlboro Man
Quote:
The Trip wire thingies were deactivated in 1.13. I just made it possible to make them from merges. There are in fact two of them, the trip flare and the trip klaxon, which is an alarm trap.


I believe these were deactivated by the original devlopers of JA2 for some reason or another. I had assumed it was because they couldn't get them to work like they wanted too. How did you get them work? And what happen's when you do get them to work? Smile


They work like land mines, except they don't explode. The trip flare works like a flare (d'oh!) and the trip klaxon sounds an alarm (obviously not quite as good as the trip flare).

I have tested them in game and they do work. They are also in the game as action items (for example at the San Mona brothel's backdoor in the WF mod there's a trip klaxon. That way I discovered that these things in fact do work. I dug that one out and tried it and it worked perfectly).


Re: Alpha_Item_Mod_for_WF6.06[message #208259] Sat, 07 February 2009 03:57 Go to previous messageGo to next message
Marlboro Man

 
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Well that's good to know. Wink


Re: Alpha_Item_Mod_for_WF6.06[message #208266] Sat, 07 February 2009 11:55 Go to previous messageGo to next message
Starwalker

 
Messages:766
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smeagol
- to be consequent, I also changed how you create the ACOG 4x combo. As with all other combo items this one now requires either duct tape or quick glue.

If you want to be consequent with this one, you'd have to make a new item, namely the adapter that facilitates mounting the Reflex Sight onto the eyepiece of the ACOG Wink


Re: Alpha_Item_Mod_for_WF6.06[message #208280] Sat, 07 February 2009 16:24 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Next update will include the following (not uploaded, yet. I might find more stuff to fix...):

- Dart Rifle
- fixed German text for TT Medic Vest
- resized retractable baton (to fit into general small pockets)
- added duration to VOG 40mm smoke grenade (which had a duration of 0, as I just discovered during a fight)
- fixed text for aiming module mk. III (which incorrectly stated that it had a 4x scope, which of course should be a 7x scope)


Re: Alpha_Item_Mod_for_WF6.06[message #208281] Sat, 07 February 2009 17:08 Go to previous messageGo to next message
Majek

 
Messages:441
Registered:January 2003
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Dart Rifle? A merge item even? :DD
Re: Alpha_Item_Mod_for_WF6.06[message #208284] Sat, 07 February 2009 17:48 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Majek
Dart Rifle? A merge item even? :DD


Nope, only for sale.

At the moment Tony is out for a walk in my game, thus couldn't get hold on one of them yet to test them. Probably have to swallow the bitter pill and take Drassen Airport soon. :/ Not an too easy task on insane difficulty when all the equipment is in a crappy condition... ah well, my repair team should be ready in about one or two in-game days and then I'll start a commando operation to take the airport.

Next bunch of changes:
- modified the pic of the 40mm grenade panel (which was unlogical, because the pic showed 5 pockets, while it in fact only has 4 pockets...)
- changed the misc general pocket to accept non-misc stuff as well (it is now basically a pocket between general small and general medium, thus much more versatile. It will now accept certain ammunition and hand grenades)
- in order to distinguish the first aid pocket from the misc. general pocket (which otherwise would be far superior), I allowed two first aid kits in this pocket.
- changed size of the Mac 10, Cobrey M11 and PP-93 (the MAC10 and Cobrey fitted a large pistol holster, wheras the PP-93 didn't. The MAC10 and the Cobrey are now one size bigger, thus need a SMG holster, while the PP-93 is a size smaller and now fits the large pistol holster)

[Updated on: Sat, 07 February 2009 18:40] by Moderator



Re: Alpha_Item_Mod_for_WF6.06[message #208314] Sun, 08 February 2009 13:49 Go to previous messageGo to next message
Majek

 
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Registered:January 2003
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I do hope there's some items that fit into the Large Mag pocket, cause in my current game they're more or less useless. :/
Re: Alpha_Item_Mod_for_WF6.06[message #208317] Sun, 08 February 2009 14:16 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
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Majek
I do hope there's some items that fit into the Large Mag pocket, cause in my current game they're more or less useless. :/


I'd try a large mag. Wink

Just took a look at the current state of the possible contents of a large mag pocket:

restricted to ammo

- 3 size 11 items (small pistol mags, 4x shotshells, darts)
- 2 size 12 items (larger pistol mags)
- 2 size 16 items (SMG mags)
- 1 size 24 item (large mags)

I think this is okay, isn't it?

Edit:

- changed small general and misc general pocket, so that size 1 pistols no longer fit (now only the small size 0 pistols fit these pockets)

Also took Drassen airport and ordered a Dart Rifle. I will now test it and see how it works out... (it is currently set to range 35, probably too much... I think I'll cut down the range of the Dart gun and the rifle by 5 each)

[Updated on: Sun, 08 February 2009 14:19] by Moderator



Re: Alpha_Item_Mod_for_WF6.06[message #208319] Sun, 08 February 2009 14:20 Go to previous messageGo to next message
Majek

 
Messages:441
Registered:January 2003
Location: Slovenia
Depends on what size you made the 4.6mm 40 bullet clip ammo Very Happy
But yeah, looks plenty more useful.

and as for the Dart weapons, i forgot how they work. Does the enemy have to be looking away and be unaware of the attack or are they straight damage like other projectile weapons?
Re: Alpha_Item_Mod_for_WF6.06[message #208320] Sun, 08 February 2009 14:50 Go to previous messageGo to next message
smeagol

 
Messages:2730
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Majek
Depends on what size you made the 4.6mm 40 bullet clip ammo Very Happy
But yeah, looks plenty more useful.

and as for the Dart weapons, i forgot how they work. Does the enemy have to be looking away and be unaware of the attack or are they straight damage like other projectile weapons?


4.6mm 40 are size 16 (good news for you, eh?) Wink

As far as I remember Dart guns work even, if the enemy is looking into your direction (but there's this skill check "notice dart" involved. Guess to really find out how they work, you'll have to look up Headrocks "how to" thread series. If I remember correctly, somewhere he explained how the darts work, most probably in the chance to hit part).

My order just arrived and I'm ready for a night raid on Drassen C13. Let's see how the Dart Rifle works.


Re: Alpha_Item_Mod_for_WF6.06[message #208323] Sun, 08 February 2009 15:05 Go to previous messageGo to next message
Maalstroom

 
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which items i have to combine to get a trip flare?
Re: Alpha_Item_Mod_for_WF6.06[message #208326] Sun, 08 February 2009 15:34 Go to previous messageGo to next message
Kindred

 
Messages:121
Registered:September 2006
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Trip flares are a Flare+Copper Wire+Detonator.

They are also awesome for night ambushes.
Re: Alpha_Item_Mod_for_WF6.06[message #208332] Sun, 08 February 2009 16:33 Go to previous messageGo to next message
smeagol

 
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Just uploaded Alpha_V05


Changes included are all listed in the previous posts, except I also reduced range on the Dart Guns (pistol and rifle) by a few tiles. However, you can attach a gun barrel extender to the dart rifle to up its range.


Re: Alpha_Item_Mod_for_WF6.06[message #208334] Sun, 08 February 2009 18:46 Go to previous messageGo to next message
Maalstroom

 
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Registered:December 2008
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smeagol you should take a look at ballistic computer penalties - using an osv i was almost unable to fire with 98 ap - well i could fire but cth displayed nothing - using a merc with sniper skill.
Re: Alpha_Item_Mod_for_WF6.06[message #208342] Sun, 08 February 2009 21:41 Go to previous messageGo to next message
smeagol

 
Messages:2730
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Maalstroom
smeagol you should take a look at ballistic computer penalties - using an osv i was almost unable to fire with 98 ap - well i could fire but cth displayed nothing - using a merc with sniper skill.


Hmm... strange. I'll have a look at it at once.

Edit:

Okay, took some time to get the money in game and order the stuff. Now I got the OSV and the Ballistic computer (don't like testing with cheats, that's why it may take a bit longer Wink).
What condition was your OSV and ballistic computer? Also which stats did your sniper have?

The OSV displays single shot at 89 AP, when the ABC is attached... I probably cut the AP penalty to 10% then. My Imp is at the moment quite exhausted, guess that's the reason why I can do shots at about 70 AP fully aimed. Will do some more test shots (but first have to fend of a counter attack with a different squad...). Be back soon.


My Imp sniper has Expert Sniper, MRK 95, Lvl 6

Edit 2:

Okay, did some more testing with the OSV and the ballistic computer. Indeed the 30% AP reduction seems a bit too high. I'll cut it down to 10% and will test how that works out.

[Updated on: Mon, 09 February 2009 13:05] by Moderator



Re: Alpha_Item_Mod_for_WF6.06[message #208390] Mon, 09 February 2009 14:49 Go to previous messageGo to next message
Majek

 
Messages:441
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BTW smeagol do you have all the Ammo crates in your item mod that are available on the 1.13 SVN or even more Very Happy?
Cause i'm really missing the 6.8x43mm and .338 Lapua crates in WF6.06.
Re: Alpha_Item_Mod_for_WF6.06[message #208401] Mon, 09 February 2009 15:51 Go to previous messageGo to next message
Maalstroom

 
Messages:341
Registered:December 2008
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smeagol don't trim it so much with a ballistic computer you should be able to take 1 shot in two turns that would be enough since you are taking a very long shot

[Updated on: Mon, 09 February 2009 15:51] by Moderator

Re: Alpha_Item_Mod_for_WF6.06[message #208405] Mon, 09 February 2009 16:17 Go to previous messageGo to next message
smeagol

 
Messages:2730
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Majek
BTW smeagol do you have all the Ammo crates in your item mod that are available on the 1.13 SVN or even more Very Happy?
Cause i'm really missing the 6.8x43mm and .338 Lapua crates in WF6.06.


I'm pretty sure that I made Ammo crates for every ammo type (6.8 and .338 Lapua are definetly in).


Concerning the ballistic computer: 10% is okay, you can only do a good aimed shot every two turns (maybe that'll change when the merc is Lvl 9 or 10, as AP regenerate faster when the merc becomes more experienced). Test results so far have been very satisfying.


Re: Alpha_Item_Mod_for_WF6.06[message #208406] Mon, 09 February 2009 16:28 Go to previous messageGo to next message
Starwalker

 
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smeagol
(6.8 and .338 Lapua are definetly in).

Should be, as they already exist in basic 1.13 Wink


Re: Alpha_Item_Mod_for_WF6.06[message #208407] Mon, 09 February 2009 16:44 Go to previous messageGo to next message
smeagol

 
Messages:2730
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Starwalker
smeagol
(6.8 and .338 Lapua are definetly in).

Should be, as they already exist in basic 1.13 Wink


True enough. Just looked up the XML file and they are indeed among the last items in the original list.

Ammo crates I included:
- 12.7x108
- .300 WM
- .30-06
- .44
- 6x35
- .50 Beowulf
- .50 AE
- 4.6x30
- 5.56 SFC
- CAWS
- .45WM
- .454 Casull
- 7.92x57
- 12.5x35
- 12gauge

missing: 7.62x37 depleted uranium (but as you usually wouldn't have big piles of these lying around, anyways, I thought that it wouldn't be neccessary. Might be included later on, however).


Re: Alpha_Item_Mod_for_WF6.06[message #208408] Mon, 09 February 2009 16:47 Go to previous messageGo to next message
Majek

 
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Well they weren't in the normal WF6.06 build that's available for download, that's why i'm making sure Very Happy
Re: Alpha_Item_Mod_for_WF6.06[message #208410] Mon, 09 February 2009 17:03 Go to previous messageGo to previous message
Starwalker

 
Messages:766
Registered:October 2005
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smeagol
Ammo crates I included:
- 12.7x108
- .300 WM
- .30-06
- .44
- 6x35
- .50 Beowulf
- .50 AE
- 4.6x30
- 5.56 SFC
- CAWS
- .45WM
- .454 Casull
- 7.92x57
- 12.5x35
- 12gauge

Yeah, I just made a few of those missing from basic 1.13 (but not uploaded yet...), but I still have to get cartridge weigths for others.
And I did not do shotgun ammo because I wanted to wait for the graphics guys who wanted to make the ammo crate graphics (what you see at the moment is a stand-in I produced myself).


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