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Re: Alpha_Item_Mod_for_WF6.06[message #208853] Sun, 15 February 2009 13:54 Go to previous messageGo to next message
smeagol

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

There's no code that makes leg-rig camo supersede pant camo, so the camo of the rigs will /add/ to that of pants (Zylon, or armor whith Ghillie attached). The area they cover is comparatively small, so we did not give them a camo value in basic 1.13.


The camo bonus is comparativly small as well (around 2-5 %, depending on the size of the leg rig).

Starwalker

They do not have singleshot capability in real life.


MAC-10 World Guns:
"Ingram Model 10 is blowback-operated, selective-fire submachine gun, that fires from open bolt."

Selective Fire:
"Selective fire weapons, by definition, have a semi-automatic mode, where the weapon automatically reloads the chamber after each round is fired, but requires that the trigger be pulled again before firing the next round."

(I guess definitions are quotable from Wikipedia...)

I'd say with my limited knowledge of real world guns, that this would translate into single shot mode. Even if they don't have single shot mode in real life, I think it's much better for the game (there wouldn't be ANY reason to use a full automatic gun, if there is a similiar gun that has single shot and full auto). I'm even considering changing the LMGs for that reason. Though it wouldn't correspond to the "real world".

Starwalker

Yours or the basic 1.13 one? The ISM in basic 1.13 works correctly.


No, corrected my version. Accidently had an AP penalty instead of a bonus there.

Starwalker

A 'used' grenade is a collection of fragments.... I'd guess that Bobby Ray is smart enough to know that no one will buy that.


Used more in the meaning of old. I guess it would be hard nowadays to find a pack of factory sealed WW 2 hand grenades somewhere... Oh, and you should tell Tony then, that he no longer sells handgrenades in used condition, as well. Wink


Kindred
Did you change the aiming module merges to require tape and not glue, Smeagol?
I don't have any tape on my mercs, and the glue isn't making the items merge like they used to.


No merges possible? or just some specific? Those attachment merges are a real pain... they never work as intended. I'll have a look into it, maybe I'll get the battle scope combo to work somehow...

[Updated on: Sun, 15 February 2009 14:00] by Moderator



Re: Alpha_Item_Mod_for_WF6.06[message #208861] Sun, 15 February 2009 16:52 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Really don't get it. Some attachment merges do work, some don't. My guess is, that there is maybe a limited amount of possible attachment merges. Don't know, up to merge 28 everything seems to work just fine, upwards merge 29 nothing works (neither tank of gas - oil - any grenade to get an eagle item, nor any of the new aiming module merges...).

I'll make a work around for this problem, though this may take some time (I'll do standard merges, with extra items, which serve as a provision to get the desired result. Example: insight-lam + duct tape = insight-lam//duct tape [or maybe "sticky insight-lam"] with that item you can then do more merges...). I don't think this the optimal solution, but at the moment I'm pretty clueless, how to convince the programm otherwise to do the attachment merges. :/).


edit:

Okay, reworked each and every attachment merge I added. All those merges now work a bit differently, but have the known results.

Example:
You attach either "duct tape" or "quick glue" to an "insight-lam" and will get a "mod. insight-lam". This works exactly the same way as a normal insight-lam, but now you can attach another weapon attachment (like reflex sight) to get the "insight-lam/reflex sight combo". I think I covered each possible combination, but it's possible, that I might have overlooked one or two. Thus would be nice, if those who test it, would drop a line.

It's a bit complicated behind the curtain (i.e. in the XML files), but much easier in the actual game.

Unfortunately this has required about 100 new merges. :/ But I think it was worth it, as the merges now work a lot more stable.

I not only reworked the merges for the aiming modules and weapon attachments, but also for the tank of gas and bottle of alcohol merges (if you add oil you'll get a canister of gas/oil mixture, or a bottle of alcohol/oil mixture respectively. From these you can create the eagle items by adding a hand grenade or the molotov cocktail as usual by adding a rag) and the trip flare/klaxon merges (adding a detonator to a flare or a walkman now results in a mod. flare/walkman. You'll now have to add a trip wire, that is either a string or a copper wire to get the trip flare/klaxon).


Download is now up:
AlphaV07 with corrected merges




[Updated on: Sun, 15 February 2009 20:06] by Moderator



Re: Alpha_Item_Mod_for_WF6.06[message #209043] Thu, 19 February 2009 11:49 Go to previous messageGo to next message
Kindred

 
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Registered:September 2006
Location: Australia, baby!
The SMG suppressor is adding a one point penalty to burst fire instead of cancelling it out in my game. I'm not using anything other than a couple of different .ini options in that game.
Re: Alpha_Item_Mod_for_WF6.06[message #209059] Thu, 19 February 2009 18:37 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Kindred
The SMG suppressor is adding a one point penalty to burst fire instead of cancelling it out in my game. I'm not using anything other than a couple of different .ini options in that game.


That's strange. For me it works as intended. :headscratch:


Re: Alpha_Item_Mod_for_WF6.06[message #209083] Fri, 20 February 2009 05:55 Go to previous messageGo to next message
Kindred

 
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Registered:September 2006
Location: Australia, baby!
I'll have a play around and re-download the files, see if I can work out what went wrong.
Re: Alpha_Item_Mod_for_WF6.06[message #209209] Sun, 22 February 2009 23:37 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
New update will be available soon.

Most important changes:
- added two missing gun attachment merges (ACOG & Reflex Sight and Taclight & Rifle LAM did only work in a certain order, should have been fixed now, so that the order in which the items gets modified and then merged doesn't matter anymore)
- added 3 AK variants with picatinny rails (made with the former SKS conversion kit)
- added missing ammo crates (7.62x37 depleted uranium and crates for the minirockets)
- reworked some LBE items (mostly exchanged the position of pockets, as those were quite messy, especially for the modular large mag pouches, but also did some minor tweaking of pocket compositions for some items).
- rebalanced the ISM-V (which became pretty much obsolte due to the aiming modules)


Edit:

Update to Alpha V08

[Updated on: Sun, 22 February 2009 23:46] by Moderator



Re: Alpha_Item_Mod_for_WF6.06[message #209226] Mon, 23 February 2009 02:57 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Kindred
The SMG suppressor is adding a one point penalty to burst fire instead of cancelling it out in my game. I'm not using anything other than a couple of different .ini options in that game.


Did you use Tracer ammo?

I just discovered, while reequiping my team, that there might be a bug when using Tracer ammo.
Had a Scar (burst penalty 9) loaded with Tracer ammo (=> Burst penalty 3), then attached a Trigger group and the burst penalty went up to 6. When using non Tracer ammo the burst penalty is 8 when using the Trigger group. I'll experiment with that some more and will then report the results...

Don't know, if this is .exe based or not, though.

[Updated on: Mon, 23 February 2009 02:58] by Moderator



Re: Alpha_Item_Mod_for_WF6.06[message #209227] Mon, 23 February 2009 03:21 Go to previous messageGo to next message
Kindred

 
Messages:121
Registered:September 2006
Location: Australia, baby!
No, it was without ammo then AP ammo when I used it.
Re: Alpha_Item_Mod_for_WF6.06[message #209228] Mon, 23 February 2009 05:09 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Just tested it in-game with Tracer ammo. Works fine for me. MP5A4 with SMG silencer and Tracer ammo has 2 burst penalty (without Tracer 6), Uzi 0 (without Tracer 4). I'm quite puzzled...


Re: Alpha_Item_Mod_for_WF6.06[message #209229] Mon, 23 February 2009 05:25 Go to previous messageGo to next message
Kaerar

 
Messages:2040
Registered:January 2003
Location: Australia :D
Perhaps its linked to the ammo attributes for a specific ammo type (using a scar, could be 5.56, 7.62 or 7.62 WP I believe)


Re: Alpha_Item_Mod_for_WF6.06[message #209248] Mon, 23 February 2009 15:06 Go to previous messageGo to next message
Majek

 
Messages:441
Registered:January 2003
Location: Slovenia
a new update? hmm mabye i'll even update my game.

Maybe the i'll get lucky and queen kicks my ass again. althought evne on agressive she's not doing much these days ;_;

BTW smeagol can you put Noveske N4 diplomat into the game? Very Happy Will save me the trouble of changing some other rifle everytime i update your mod Very Happy
Re: Alpha_Item_Mod_for_WF6.06[message #209253] Mon, 23 February 2009 16:02 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Majek
a new update? hmm mabye i'll even update my game.

Maybe the i'll get lucky and queen kicks my ass again. althought evne on agressive she's not doing much these days ;_;

BTW smeagol can you put Noveske N4 diplomat into the game? Very Happy Will save me the trouble of changing some other rifle everytime i update your mod Very Happy


Yeah, quite possible I'll add the Noveske N4 series. The pics in Cosplay Mod seem quite good. What's so special about them? Seem just like any other generic 5.56 assault rifle on first look...

But in fact, I like the 6.8 sniper variant. That seems a nice adition. Have completely missed these when looting the Cosplay Mod.


Re: Alpha_Item_Mod_for_WF6.06[message #209254] Mon, 23 February 2009 16:10 Go to previous messageGo to next message
Kaerar

 
Messages:2040
Registered:January 2003
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The Noveske series were a requested set for Cosplay sometime ago and I believe our own resident Cannuck drew them Wink

They do look pretty good ingame I must admit, though I do prefer the more utilitarian Magpul series.

Oh, btw Smeagol I have a few unused guns made for 1.13 that never made it in if you are interested. PM me and we'll have a chat Smile


Re: Alpha_Item_Mod_for_WF6.06[message #209257] Mon, 23 February 2009 16:23 Go to previous messageGo to next message
Majek

 
Messages:441
Registered:January 2003
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I'm tired of the HK416 10" variant. That's why i want Noveske N4 diplomat, which is 1 of 3 or is it 4 of "his" drawings that actually look good Smile Nothing else. Smile

And Kaerar you have pics ? lemme see, maybe there's actually i second gun of yours that i'll like in there Very Happy
Re: Alpha_Item_Mod_for_WF6.06[message #209260] Mon, 23 February 2009 16:28 Go to previous messageGo to next message
Kaerar

 
Messages:2040
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Oooh sassy, what was the first one Wink

Basically I am doing a quick update to a few of my Barrett's (with a nice surprise too Wink ), the PSG-1 and MSG-90 are both being redrawn and edited as they are the same basic chassis and need to reflect that, plus they need to link up with the G36 and the G11 series colouring. My new L85A2 (SA80), which has the proper green and black bits (pic in my thread, but its old compared to the one I have edited now). There are a few others I am making at the moment too, which are a nice distraction from my interface.


Re: Alpha_Item_Mod_for_WF6.06[message #209261] Mon, 23 February 2009 16:33 Go to previous messageGo to next message
Majek

 
Messages:441
Registered:January 2003
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The grenade launcher
http://img120.imageshack.us/img120/5167/grenade.jpg
Re: Alpha_Item_Mod_for_WF6.06[message #209262] Mon, 23 February 2009 16:38 Go to previous messageGo to next message
Kaerar

 
Messages:2040
Registered:January 2003
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LOL thats the SCAR11 from Battlefield 2142. It's actually the main assault rifle of one of the sides! I guess it's shaped about right for a GL though.

What makes you like that compared to the other guns I have done?

Also did you like any of the other Battlefield 2142 conversions I made?


Re: Alpha_Item_Mod_for_WF6.06[message #209264] Mon, 23 February 2009 16:43 Go to previous messageGo to next message
smeagol

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

Oh, btw Smeagol I have a few unused guns made for 1.13 that never made it in if you are interested. PM me and we'll have a chat Smile


Can you send me a list of the guns that you drew, that didn't make it in?

I'd really be interested in more good LBE item pics, though. Wink



Re: Alpha_Item_Mod_for_WF6.06[message #209267] Mon, 23 February 2009 17:04 Go to previous messageGo to next message
Majek

 
Messages:441
Registered:January 2003
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moved to PM Kaerar
Re: Alpha_Item_Mod_for_WF6.06[message #209269] Mon, 23 February 2009 17:31 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Okay, just finished adding the 4 Noveske rifles. Will upload the update soon.


Edit: okay upload complete: Alpha V09

Double checked the xml. file a bit too late, only thing that went wrong, is that Tony won't buy the 4 added Noveske rifles at the moment. Already changed that, but I don't think it's worth adding another update right now just for this... (you probably won't sell them anyway, would you? Wink).

[Updated on: Mon, 23 February 2009 17:40] by Moderator



Re: Alpha_Item_Mod_for_WF6.06[message #209271] Mon, 23 February 2009 17:50 Go to previous messageGo to next message
Majek

 
Messages:441
Registered:January 2003
Location: Slovenia
Hell no Very Happy and tnx.


edit wait there's not gun441.sti image and the xml won't start because of it.
edit: hmm there's not bigitems pics for any of the 4 Noveske guns.

[Updated on: Mon, 23 February 2009 18:33] by Moderator

Re: Alpha_Item_Mod_for_WF6.06[message #209274] Mon, 23 February 2009 18:35 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Majek
Hell no Very Happy and tnx.


edit wait there's not gun441.sti image and the xml won't start because of it.


Oh... my bad, just forgot to add the big item pics to the archive... Corrected it and already uploaded a corrected version (still Alpha V09, which now also has the corrected Shopkeeper inventory).


Re: Alpha_Item_Mod_for_WF6.06[message #209405] Thu, 26 February 2009 06:51 Go to previous messageGo to next message
Kindred

 
Messages:121
Registered:September 2006
Location: Australia, baby!
One issue I've noticed is that enemies with the Milkor MGL all seem to only have illumination grenade ammunition for it.

Also, is there a chance of adding a leg pouch LBE for the MGL ammo cylinders?
Re: Alpha_Item_Mod_for_WF6.06[message #209408] Thu, 26 February 2009 10:57 Go to previous messageGo to next message
Starwalker

 
Messages:766
Registered:October 2005
Location: Hannover, Germany
Kindred
One issue I've noticed is that enemies with the Milkor MGL all seem to only have illumination grenade ammunition for it.

Enemies always have only a single type of ammo avilable for their weapon. I'd guess we need a code change to make sure this ammo is only issued in nightfights.
Enemies with a mortar might be equipped with only smoke shells, too.

Kindred
Also, is there a chance of adding a leg pouch LBE for the MGL ammo cylinders?

Technically, there are no 'cylinders', in reality the Milkor is loaded with individual grenades, but we cannot simulate that in JA2, thus we needed to introduce these 'cylinders'.
A leg rig holding six 40mm grenades would be possible, but that means it would only ever hold a single cylinder. The graphics would need to be done as well...


Re: Alpha_Item_Mod_for_WF6.06[message #209447] Fri, 27 February 2009 03:23 Go to previous messageGo to next message
Kindred

 
Messages:121
Registered:September 2006
Location: Australia, baby!
I had a feeling that each grenade was individually loaded, but my lazy little peek around the internet didn't say either way. Ita's not such a big deal in the basic 1.13 release since the MGL ammo can be stored in the SAW leg pouches, but in this mod they can't, which means that with a TT combat pack, I can only have three different types of ammo for it and my grenade launcher is an all purpose weapon in my game.
Re: Alpha_Item_Mod_for_WF6.06[message #209448] Fri, 27 February 2009 03:54 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Kindred
I had a feeling that each grenade was individually loaded, but my lazy little peek around the internet didn't say either way. Ita's not such a big deal in the basic 1.13 release since the MGL ammo can be stored in the SAW leg pouches, but in this mod they can't, which means that with a TT combat pack, I can only have three different types of ammo for it and my grenade launcher is an all purpose weapon in my game.


I consider changing this. Maybe I allow adding them to SAW poches. That would of course be possible and would make those pouches a bit more interesting, as well. Only concern I have with this is, that this would also allow other non-ammo type items to be stored in these pockets. Ah well... I'll have to think a bit about that, I guess.

But right now, I need some sleep (already turning 3 a.m. here). Wink


Re: Alpha_Item_Mod_for_WF6.06[message #209449] Fri, 27 February 2009 04:02 Go to previous messageGo to next message
AmnesiaLab

 
Messages:24
Registered:February 2009
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Realistically, all kinds of non-ammo stuff would fit in one of those pockets, anyway. I was the SAW gunner in my squad in the Army for a while, and anything that could hold ammo for the M249 could hold a lot of different stuff.
Re: Alpha_Item_Mod_for_WF6.06[message #209451] Fri, 27 February 2009 04:08 Go to previous messageGo to next message
Kindred

 
Messages:121
Registered:September 2006
Location: Australia, baby!
Realistically, any LBE slot in the game could hold anything physically capable of fitting in the pocket. I like the changes in the WF6.06 mod though. It stops me wandering around Arulco with six tons of crap and nearly no ammo.
Re: Alpha_Item_Mod_for_WF6.06[message #209462] Fri, 27 February 2009 12:33 Go to previous messageGo to next message
Starwalker

 
Messages:766
Registered:October 2005
Location: Hannover, Germany
The problem with the SAW-pouch is that it can hold a toolbox, if it had no restrictions on it.

Restrictions are binary switches, which the XML-Editor cannot understand properly, so the XML-Editor can set exactly one restriction, or none at all. And it shows only one restriction, even if more exist.

Using Notepad++, there can be more restrictions defined.

For example, if you want the SAW pouch to hold only ammo (itemclass 1024 [binary 10000000000]) and grenades (itemclass 256 [binary 100000000]), then the restriction in the ?-field should be 1280 [binary 10100000000] for the 'Ammo Belt'-pocket.
Just as it already is in basic 1.13 Wink

[Updated on: Fri, 27 February 2009 12:35] by Moderator



Re: Alpha_Item_Mod_for_WF6.06[message #209464] Fri, 27 February 2009 12:43 Go to previous messageGo to next message
Kaerar

 
Messages:2040
Registered:January 2003
Location: Australia :D
What if the XML editor is set to show that field in Binary format (toggle somewhere?) so the restrictions can be manually edited (similar to the ini editor?)...


Re: Alpha_Item_Mod_for_WF6.06[message #209467] Fri, 27 February 2009 13:30 Go to previous messageGo to next message
Starwalker

 
Messages:766
Registered:October 2005
Location: Hannover, Germany
Kaerar
What if the XML editor is set to show that field in Binary format (toggle somewhere?) so the restrictions can be manually edited (similar to the ini editor?)...

Of course the XML-Editor could show the binary value, but how would you know which '1' means what?
There's a bit more involved than that Sad


Re: Alpha_Item_Mod_for_WF6.06[message #209473] Fri, 27 February 2009 15:52 Go to previous messageGo to next message
Kaerar

 
Messages:2040
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Location: Australia :D
You could set it to show bit number rows with a legend for which row means what Wink

But that's just if someone has the time to do it. Also currently if you put in multiple exemptions if you load that xml into the editor won't it damage them?


Re: Alpha_Item_Mod_for_WF6.06[message #209479] Fri, 27 February 2009 19:47 Go to previous messageGo to next message
Starwalker

 
Messages:766
Registered:October 2005
Location: Hannover, Germany
Kaerar
Also currently if you put in multiple exemptions if you load that xml into the editor won't it damage them?

Only if you edit the actual item and then save. If you edit something else and do not touch such an item, then nothing will happen to it.
Perhaps it can change as well if you just open the edit-window of that item and change nothing, but then save, but I am not sure about that.

So if you want to keep it virgin, just don't touch it Wink


Re: Alpha_Item_Mod_for_WF6.06[message #209484] Fri, 27 February 2009 23:38 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Okay, I did some major changes to the possible contents of an ammo belt pocket. I will now run a few tests, tell you how it worked and will then upload an update.

I also changed several item sizes, as they didn't make too much sense or where just annoying in terms of game play (for example I changed the Headset size to fit a general medium pocket, as I often had a situation where one of my mercs had to put a gas mask on, but had no place to put the head gear. And i really think this hinders game play). Anyways...

The Tool Kit had a different size already and wouldn't fit the ammo belt pocket, thus this was not a problem.

Edit:
Okay, everything seems fine. Except the fact, that the 60mm shell leg rig now got severely outclassed. I'll try to figure out a way to change this, though...

[Updated on: Fri, 27 February 2009 23:45] by Moderator



Re: Alpha_Item_Mod_for_WF6.06[message #209487] Sat, 28 February 2009 01:24 Go to previous messageGo to next message
KEN C

 
Messages:248
Registered:May 2007
Location: Aberdeen Washington USA
there is an extra 40mm shell pouch that does not work. can you adapt that to a 60mm belt pack? the graphic would be ok.
Re: Alpha_Item_Mod_for_WF6.06[message #209488] Sat, 28 February 2009 01:42 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Already made a change that I think is a good solution: I changed the pocket size of the 60 mm shell pocket from medium to small and reduced the accepted number of shells from 2 to 1. Thus those pockets now fit the small inventory slots and will accept 1 mortar shell (the mortar shells have the right pic size to fit into this kind of pocket). This also better corresponds with the pic of the 60mm shell rig (which actually shows 3 pockets for mortar shells). And I also changed the HSW pack slightly (I really didn't like it the way it was before... it now has 3 small mortar shell pockets, which will accept 2 mortar rounds each, plus a belt clip and 2 combat pack pockets).

I've also just redrawn the crossbow bolts medium pic to fit a small pocket, as the bolt quiver was quite underwhelming, but the bolts were too large to fit a small pocket. The bolt quiver now has two tiny pockets and two pockets specifically for crossbow bolts (each pocket will hold 2 5-round clips).

Edit: Update is up. I also increased the damage of the HE crossbow bolts by a few points and decreased queens priority on retaking certain roadblock sectors (for example Barinas is one of these sectors which gets attacked far too often in my opinion. And constantly fighting in the same sectors over and over again is quite boring, the priority on these sectors was waaaaay too high for my taste... don't know if this will affect a running game or not, I'll keep an eye on this. I reduced priority for these sectors from 65 to 40).

AlphaItem Mod V10

[Updated on: Sat, 28 February 2009 02:15] by Moderator



Re: Alpha_Item_Mod_for_WF6.06[message #209533] Sun, 01 March 2009 01:06 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Newest addition:

Trijicon Match-Sights

These are basically match-sights that fit most hand guns and also add +1 tile night vision.

This, of course, would have made the match sights already in the game pretty much obsolete. Thus I tweaked these, to add a 2 shot burst to the guns it can be attched to (HK USP, the 3 Glocks, the two Colt M1911 and the SIG pistols). The added burst is intended to simulate two quick fired shots possible due to a quicker target acquisiton with match sights. I might have to adjust the medium pic of the new match sight, as it looks quite the same as the current one, and I'll also might have to tweak the burst APs a bit.

At the moment this looks like this:

Match Sight attached to a Glock 18:
Single Shot: 15
2-Shot Burst: 23

(so you'd basically save 7 AP on 2 shots, but have to take quite a burst penalty into account, thus only high level//high marksmanship mercs really profit from this)

This translate into a possible 4 2-shot bursts in a turn. I think that seems okay and would make those pistols still useful if the game progress goes up.


Re: Alpha_Item_Mod_for_WF6.06[message #209696] Wed, 04 March 2009 12:27 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
I'm looking for volunteer artists at the moment, as I nearly ran dry of pics I want to use for new items, but still have some ideas to include more stuff.

Pics I really need at the moment:

- one or two more pics for extended ears of different quality (that is one better than the current one and one of slightly lesser quality, where as the lesser one is more important)

- much more LBE items (especially combined pouches for the modular pouch set, as I really want to make it possible to have an AR/AR combination available, or pockets for large grenades in the modular pouch set style, etc... but I also desperatly need good pics of vests and combat packs)


So, if anyone wants to help me out, feel free to send me a PM or answer in this thread. :happybear:


And the next update will be uploaded by the end of the week.

In addition to the the new match sight it will also include three new LBE items:
- a vest that that is similiar to the carrying capacity of the Flecktarn, but instead of grenade pouches has 2 two 40mm grenade pouches
- a 40mm grenade leg pouch with 2 grenade slots instead of 4, but with 2 tiny pockets (a shortened version of the 4 slot leg rig. maybe someone will find these useful)
- a shortened version of the SAS black kit leg rig that has 2 SMG mag pockets and a small general pocket

- reworked several other LBE items (for example the Blackhawk vest that was pretty much useless and is now much more usefull, especially for people using the Garand or other guns that use short rifle magazines)

- changed size of wire cutters (they now will only fit once into a small general pocket, this will make outfitting mercs a bit more convenient if you want to give the wire cutters to more than one merc, as it was quite annoying to put them into these pockets with drag and drop one by one. The small general pocket could take 2 of them, thus it wasn't really possible to put them there with shift+LMB and cycling through the mercs. Only a minor change, but it really annoyed me Wink)





Re: Alpha_Item_Mod_for_WF6.06[message #209706] Wed, 04 March 2009 18:21 Go to previous messageGo to next message
Kindred

 
Messages:121
Registered:September 2006
Location: Australia, baby!
I find that wire cutters are irrelevant with the KCB knife. I generally give it to all my mercs except one who has the KB cutlass for beheading.
Re: Alpha_Item_Mod_for_WF6.06[message #209709] Wed, 04 March 2009 19:37 Go to previous messageGo to previous message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Kindred
I find that wire cutters are irrelevant with the KCB knife. I generally give it to all my mercs except one who has the KB cutlass for beheading.


And I find myself exclusively using the Rambo Knife to serve as a crowbar (and beheading also works with this one). Thus I usually need one of the small general pockets to fit in the wire cutters. And just for outfitting reasons it was totally annoying that the small general pocket could store 2 wire cutters (more than one would be redundant, anyways). Now it's possible to drag&drop a whole bunch of these and just cycle through the mercs and handing over only one to each merc.


What I really would like to see, however, is, that the other multi-purpose knives (Rambo and Utility) gave some form of penalty to the skill they are used for. Thus the lock-pick kit and the crowbar wouldn't be totally useless (don't see how you could handle this with the wire cutters, though). I had asked for this a long time ago, but it seemed that this was either not possible and/or no coder would want to take a look at it.

Don't know... I just simply think, that the items that can be replaced through the utility//rambo knife are pretty much useless at the moment (for example the utility knife is even lighter than the lock pick kit, then why even bothering with carrying that lock pick kit???). Don't know, but that's probably the kind of realism that I'd like to see (and as you might have guessed from the aiming modules, etc., I'm completely okay with adding items that don't exist in the real world, but make gaming much more convenient. If you get my point...).


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