Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » AIMNAS Archives » Alpha_Item_Mod_for_WF6.06 Part 2
Alpha_Item_Mod_for_WF6.06 Part 2[message #225993]
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Tue, 07 July 2009 13:09
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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The first thread on the Alpha_Item_Mod_for_WF6.06 has reached enough pages to warrant starting a new thread.
What is the Alpha_ Item_Mod_for_WF6.06?
It's basically just what the title suggests, an add-on for the WF Mod for 1.13 that Jax and myself made.
It's certainly not necessary in order to play the WF Mod, but it will add a bit of fun. I already made some hundreds of items, added lots of merges, reworked starting gear and enemy item choices, etc...
If you need more information what this is all about, check out the other thread or feel free to ask.
The newest version of the Alpha Item Mod is version 26.
In addition I'm currently working on cosmetical updates for the WF maps as well (most of the maps remain the same, but got some of the newer items added, several maps got redrawn either from sketch or significantly altered, mostly because I didn't like the original maps).
Downloads for either the Item Mod or the updated maps can both be found on my Skydrive. I upload updates on a more or less regular basis, so make sure to check here, whether there's something new to download.
The maps might require re-starting a game, but the item mod in general doesn't require a restart when you update from one version to a newer one. The latest version will always include all files (unless I forgot to add a certain file ), therefore it is enough to get the latest one.
There's also a more or less working flamethrower added, which is still work in progress. This item uses the item slot of the Alien Queen. It is very likely that playing with the bugs will cause trouble, therefore I highly recommend to disable Crepitus in the options.ini (or you may want to test it, find out what happens and tell us the results... I'm no big fan of the bugs myself, therefore I will most probably not try it).
Merge List for the Item Mod
Last update: 12th of August 2009
Edit: [color:#CC0000]I'll update this post, when new merges are added[/color]. And those updates will be color marked, as long as no new merges are added
Guns:
- EBR Stock + M14/M21 = M14EBR / M21 EBR
- 7.62x39 Drum Adapter + various AK variants = same variant in Drum version (works with AKM, Ak-47, AKMS, AKS-47, AK-103, AK-104, AEK-973, AKM Tactical)
- 5.56 C-Mag Adapter + various Guns = same gun with C-Mag capability (currently works with M16A1, M16A4, Colt Commando, Colt M4A1, Colt XM177-E1, Diemaco C7A2, SIG SG540, SIG SG550, SIG SG551 SWAT, HK 53, HK G41)
- 9mm C-MAg Adapter + various Guns = same gun with C-Mag capability (currently works with MP5A4, MP5N, MP5S, Colt SMG)
- Trigger Group + SVU = SVU-A
- SCAR Barrels + SCAR varaint = other SCAR variant (depends on Heavy and Light version which barrels are interchangeable... the L will accept the 6.8mm, the H will accept the WP barrels)
- G36 Rails + G36 versions // G11 // CAWS = G36 //G11//CAWS RAS versions
- G36 Grip/Optics + G36 versions // G11 // CAWS = G36 //G11//CAWS regular versions
- AK Conversion Kit + SKS // and several AK-variants = Tactical version of the gun
- upper receiver kits for M4 variants = other variant (works with .50 Beowulf, AR57, M4A1, M4A3, Whisper Kitty, SEAL Recon Rifle)
- M16A4 Conversion Kit + M16A4 = DMR variant of the M16
- AUG Barrels + AUG = other AUG variant
- Fixed Telescopic Optics + AUG RAS variants/P90 RAS/CAWS RAS/G11 RAS = basic variant of the gun
- Rail Kit large + basic AUG variants = RAS version
- Rail Kit small + P90 = P90 RAS
- HK416 Barrels + Hk416 variant = other HK416 variant
- HK417 Barrels + HK417 variant = other HK417 variant
[color:#990000]- Blaser R93 Barrels + Blaser R93 variant = other Blaser variant[/color]
A note on gun merges: Make sure, that you take off all attachments and unload the gun before changing barrels//adding rails. Otherwise your stuff might disappear. Tried this with a conversion of AR57 into beowulf, my 50 rnd 5.7 mag just vanished (probably because there was no room to drop the mag, the other way round with a loaded beowulf worked flawless, the mag was put into a small pocket and all attachments stayed on the gun).
Armour:
[color:#990000]Major change: Most armour can't be repaired anymore (there are some exceptions), instead you'll need Compound-18 // Compound-20.
- C18 Upgrade Kits + various Armour pieces = treated Armour
- C20 Upgrade Kits + various Armour pieces = coated Armour
- C18 + regular or C-18 armour = repairs the armour
- C20 + a C-20 armour // EOD // Dragonskin // KAZAK-6 = repairs the armour
- C20 + armour plates = repairs the plate[/color]
- Upgrade Kits + various armor = appropriate upgraded armor (Stealth Kit only works with Kevlar)
- Dragonskin + Camo Uniforms = Camo Dragonskin
Attachments:
- Aluminium Rod + Spring = Rod&Spring
- Steel Tube + Duct Tape + Quick Glue = Gun Barrel Extender
[color:#990000]- Rod&Spring + Trigger Group = mod. trigger Group (slightly worse than both items seperately, but you'll save one attachment slot and the mod. trigger group can be taken from the gun)[/color]
- Duct Tape // Quick Glue + any of the following = mod. version
(Reflex Sight, Sight Mark Reflex Sight, Insight LAM, Kobra, Tactical Flashlight, Foregrip, Insight-LAM&Reflex Sight Combo, Insight-LAM&Kobra Combo, Rifle-LAM&Flashlight, Small Scope, ACOG, ACOG Combo, PSO-1, Battle Scope, Battle Scope Combo, Rifle LAM, CORSAK) - these are needed for further merges, or can be used an inseperable items
One of the following pieces must be modified:
- Tact. Flashlight + Rifle Lam = Rifle-LAM&Flashlight Combo
- Insight LAM + Reflex Sight = Insight LAM&Reflex Sight Combo
- Insight LAM + Sight Mark Reflex Sight = Insight LAM&SMR Combo
- CORSAK + Kobra = CORSAK&Kobra Combo
- Foregrip + Tac. Flashlight = Griplight
- Reflex Sight + ACOG = ACOG Combo
- Reflex Sight + Battle Scope = Battle Scope Combo
Aiming Modules:
- Insight LAM&Reflex Sight Combo + small scope = Aiming Module I
- Insight LAM + ACOG Combo= Aiming Module II
- Insight LAM + Battle Scope Combo = Aiming Module III
- Rifle-LAM&Flashlight + ACOG Combo = Aiming Module II-X
- Rifle-LAM&Flashlight + Battle Scope Combo = Aiming Module III-X
- PSO-1 + CORSAK&Kobra Combo = Aiming Module WP
(the Aiming Modules can often be get using different paths, important is, that they have the required components)
Components for the Aiming modules are:
Aim I: Insight LAM, Reflex Sight, Small Scope
Aim II: Insight LAM, Reflex Sight, ACOG
Aim II-X: Rifle LAM, Tactical Flashlight, ACOG, Reflex Sight
AIM III: Insight LAM, Reflex Sight, Battle Scope
AIM III-X: Rifle LAM, Tactcical Flashlight, Reflex Sight, Battle Scope (will not work with all guns that could take the seperate parts, this is to showcase newer Railsystems, for example on the SCAR, the HK 416/417 series, some others...)
AIM WP: CORSAK, Kobra, PSO-1
required as components for explosives//mines:
- Tank of Gas + Oil = Gasoline-Oil Mix
- Bottle of Alcohol + Oil = Alcohol-Oil Mix
- Glass Jar + Marbles = Jar with Marbles
- Detonator + Flare = modified Flare
- Detonator + Walkman = modified Walkman
- Detonator + Steeltube = Steel Tube with Primer
Explosives:
- various Grenades//Molotov Cocktail + Gasoline-Oil Mix = various Eagle Items (basically gas tanks that can be used as explosive devices)
- String//copper wire + mod. Flare = Trip Flare
- String//copper wire + mod. Walkman = Trip Klaxon
- Pack of Gum + Flashbang = Flashbang Mine
- Rag + Alcohol-Oil Mix = Molotov Cocktail[color:#990000]
- Duct Tape + Flare = taped Flare
- Duct Tape + Alcohol&Oil Mix = taped Alcohol&Oil
- Taped Flare + Alcohol&Oil Mix = Flarebomb (also works if the alcohol is taped or both are taped)[/color]
- RDX + TNT = HMX
- RDX + C1 = C4
- RDX + C1 small = C4 small
- C1 + copper wire = 2x C1 small
- C4 + copper wire = 2x C4 small
- shaped charge + shaped sharge = c1 small
- shaped charge + jar with marbels = improvised grenade
- copper Wire + Claymore = mod. Claymore (can be used as a bomb, instead of a mine)
- Gameboy + C1 small = 2x shaped charge
- 2 small charges C1/C4 = C1/C4
LBE:
- 40mm VOG Grenade Panel + 40mm VOG grenade Panel = VOG Chest Rig
- Mod. Pouches + Mod. Pouches = Mod. Rigs (there are a lot of possible combinations, just try out what works... doesn't work in all possible combinations yet, might change that later on)
- SAW pouch + LBE Gear = SAW LBE
- mod. triple grenade pouch + LBE Gear//SAW LBE = mod. LBE Gear
- mod. utility + LBE Gear = mod. LBE Gear
- mod. first aid pouch + LBE Gear//SAW LBE = mod. LBE Gear
(the LBE Gear//SAW LBE gear can be upgraded until all pocket slots are used)
- 40mm Grenade Rig + 40mm Grenade Rig = 40mm Grenade Panel
- Sov. AK Chest Rig + VOG Chest Rig = impr. version
- Sov. AK Chest Rig + Sniper Belt = impr. version
- Sov. M23 Chest Rig + VOG Chest Rig = impr. version
- Sov. M23 Chest Rig + Sniper Belt = impr. version
- Police Revolver Belt + Police Utility Vest = impr. version
- Viper Security Belt + Police Utility Vest = impr. version
- Pouch Straps + several mod. Pouches will divide the pouches (works also with modified LBE gear/Soviet AK Chest Rig/VOG Chest Rig/Soviet M23 Chest Rig)
Misc:
- Fumble Pack + x-Ray Tube + Pack of Gum = X-Ray Device
- Display Unit + X-Ray Device = X-Ray Detector
- LameBoy Display + Copper Wire = Display Unit
- Gameboy + Copper Wire = LameBoy Display
- Platinum Watch + Copper Wire = Detonator
- Various Clothing + various Knives = Rag
- Rubber band + various Knives = Mod. Pouch Set Straps
- Canteen + Cigars = Woodland Camo Kit
- Canteen + Cuban Cigars = Desert Camo Kit
- String + Soda Can = Soda can with String
- Batteries + Detonator = Remote Detonator
Combine Merges:
First Aid Kit
medical Kit
Tool Kit
Locksmith Kit
Camo Kits
Alcohol
Wine
Beer
Tank of Gas
20mm Clips
25mm Clips
40mm Cylinder
43mm Grenades
DM 13 Signal Magazine
I think these are all currently possible merges... might have forgotten one or two, if so, feel free to add them to this list.
[Updated on: Tue, 10 July 2012 12:11] by Moderator Report message to a moderator
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Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #226045]
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Tue, 07 July 2009 18:20
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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Just added the CAWS and the G11.
These rifles are now available in three different variants:
- Fixed telescopic optics. This is the standard variant you can get from BR or find in-game. It has a little higher base accuracy (+2 compared to the other two variants), the scope is basically between a small scope and the ACOG 4x, it has slightly less tunnel vision than the ACOG but also slightly worse aiming bonus and sight range. Worst of all, the attachments are very limited.
- G36 RAS version. These variants have rails on the top and on the bottom (had to add that bottom rail on the G11, but i think my photoshop skills are good enough for such a minor task ). They obviously lack fixed optics, but can take a wide array of attachments (including aiming modules and the ISM aiming devices).
- G36 Optics. Saves up an attachment slot, the ACOG variants come with an integrated ACOG combo scope. Nice if you want to trick out the gun with every other attachement available. For example the CAWS ACOG can now take Rifle-LAM&Flashlight, Duckbill, Foregrip and Rod&Spring and still have an aiming//AP bonus due to the integrated scope.
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Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #226056]
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Tue, 07 July 2009 18:50
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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True enough, but the ACOG G11 lacked the bottom rail (which the version of the ACOG CAWS I used, had). I know this contradicts the G36 pics, but I'm okay with that. And as far as i see it, if you decide to use the Grip/Optics part and the Rail Kit, you could use the bottom rail and still use the Grip/Optics thing without complications.
Any of those who had one of these in their fingers tell me if I'm wrong... (I'm absolutely no gun expert... in fact I not even served as a conscript in the Bundeswehr, but instead chose to do Zivildienst, which translates according to my dictionary as alternative service for conscientious objectors *thanks to Logisteric for pointing that out* :shake: ).
From a game stand point the bottom rail at least offers the possibility to add a foregrip to the CAWS/G11, which should be quite usefull on the CAWS (not so much on the G11, as it already has quite low burst penalty, but nevertheless...).
[Updated on: Tue, 07 July 2009 19:57] by Moderator Report message to a moderator
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Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #227147]
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Tue, 14 July 2009 18:04
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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Okay, I will give them a try. But at the moment I'm busy reworking Alma HQ (map H13). This is quite some work, as I don't really know how to adjust the NPC scripts and therefore have to work around it somehow, as that Krott dude is in the map and i don't want to screw up on that (the script editor is very cryptic to me, I gave it a try, but honestly didn't figure it out...).
Quite difficult to work around that... anyone with NPC scripting experience out there who can give some advice how to operate that scripting tool properly?
Also as I sidenote, would it be possible to add armored vehicles which would be similiar to the tanks (like a jeep with an MG. This would also offer some value to the anti-material rifles).
This would seriously increase possibilities for map making. I know that there is this idea of making MG installments, maybe this could be a way of doing it. Add them as entities similiar to tanks, with limited facing (instead of 8 possible facings only allow 3 or something... would be quite nifty in my opinion... is probably hard to implement, as it would also require new graphics and all... anyways, just an idea).
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