Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » AIMNAS Archives » Alpha_Item_Mod_for_WF6.06 Part 2
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Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229700]
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Wed, 29 July 2009 20:47
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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Anyone else encountering this airport bug?
I never had that. I run with a merc to the crate, open it, when it's closed, et voila, everything's just fine. Have you tried sorting the stuff with the hotkeys in tactical mode?
Other way to distinguish the airports is through the layout of the mainbuilding, one has one large flat roof covering the main building up to Pablo's office, the other has two seperate roofs.
Equipment from dismissed mercs can take a long while to arrive at the airport, especially if the dismissed merc was fired in a sector far away from the airport. I'd say patience. Wait some days, eventually it will show up.
Grumm in the WF maps was always quite annoying to defend and the fights became quite boring after you redid them like 6-8 times. As the Deidranna tends to attack Grumm on a very regular basis later on, I take it very last in most of the games I play.
Don't know about the vanilla maps, never played them (well, I had a go on like 4 maps, then thought those maps sucked and immediately began asking around, if there were the maps from WF somewhere available for 1.13, which basically brought me into modding ).
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Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229878]
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Thu, 30 July 2009 15:44
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Alex_SPB |
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Messages:169
Registered:February 2008 Location: Russia, St.Petersburg |
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Mausersmeagol, a few issues i ran into:
1. the BR delivery chest cannot be opened. when a delivery comes, the items lie in front of the chest, but are not displayed in the sector inventory. you have to manually go there with a merc and pick them up and drop them, then they will show in the inventory correctly.
but the chest itself cannot be opened.
I do always have this bug in several versions of the game. The easiest way to deal with it is the following:
1) As the shipment arrives go to the crate and try to open it (you will fail)
2) Go to the inventory screen and delete any of the items from the sector's inventory
3) Open the crate (this time you will succeed) - all the ordered stuff will appear in the sector's inventory
I do not remember it exactly, but there is a possibility that step 1 could be skipped
The possible reason of the bug - you did not get all the stuff you have ordered in previous time from the crate, so when the new order arrives the part of the previous order is still in the crate. If you order a lot of stuff the bug will appear.
[Updated on: Thu, 30 July 2009 15:49] by Moderator Report message to a moderator
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Staff Sergeant
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Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229910]
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Thu, 30 July 2009 19:18
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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Sam_Hottesmeagol
I think I'll also add a new combo item for the sure sight reflex sight & Insight LAM. I'm also thinking about making a new Aiming Module (ACOG, Reflex Sight, Rifle-LAM&Flashlight).
If i may request another combo's addition: Cobra-Reflexsight + CORSAK-Laser?
(But unfortunately i cannot provide graphics for that )
I consider that, making the pic shouldn't be a problem, as I think I get better using PhotoShop every day.
Anyways, just uploaded V32, which contains quite some new stuff (including the Minuta scope and a Night Vision scope).
Edit:
Tbirdone thing that bugs me bout dbb and standard 1.13 is the kobra..i've seen many real ak's with a scope PLUS a kobra installed..yet ya cant do it in either..could you allow them to work to gether?
PSO-1 can already be combined with the Kobra, and there is even an Aiming Module that uses PSO-1 and Kobra.
[Updated on: Thu, 30 July 2009 19:20] by Moderator Report message to a moderator
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Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #229916]
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Thu, 30 July 2009 19:55
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Blue_Fox |
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Messages:539
Registered:September 2006 Location: Netherlands |
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Have a nice Sniper Rifle for Reaper
Personaly i like H&K.
http://en.wikipedia.org/wiki/Heckler_&_Koch_SR9
Caliber: 7.62mm NATO (.308 Win)
Magazine: 5-rd steel staggered box
Barrel: 19.7" (500mm) Polygonal
Twist: RH 1 in 11" (280mm)
Weight (with scope): 10.9 lbs. (4.95 kg)
Overall Length: 43.5" (1105mm)
Stock: Synthetic
Sights: Rotary aperture rear sight, adjustable for windage and elevation hooded front sight.
Features (ALL): Sight adjustment tool, detachable scope mount, 1200 meter rear sight,
adjustable contoured handgrip, carrying handle, ejection port buffer,
leather sling, cleaning kit, and 20-rd detachable magazine
SR9(TC): PSG1 fully adjustable trigger mechanism, PSG1 adjustable contoured handgrip, and PSG1 adjustable stock.
The SR9T sniper trigger group and stippled walnut handgrip is the same as on the PSG1.
Or the SR9TC with the AIM III-X
Also a fun weapon (Magpul) for in your back pocket, you never know. With this we have 3 magpuls.
http://www.youtube.com/watch?v=D99NHb6B03s
[Updated on: Thu, 30 July 2009 20:59] by Moderator Report message to a moderator
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First Sergeant
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Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230192]
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Sun, 02 August 2009 08:11
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Forral |
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Messages:71
Registered:May 2009 Location: Sweden |
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I just had the opportunity to play around with the Flamethrower - and damn ain't that a badarse weapon? I was using it in the north-eastern sector of Alma against the entrenched positions there, setting the whole damned place on fire. The experience was on the whole extremely satisfying, so good on you for adding the weapon. :ok:
Spoileresque comment about that particular map; North East Alma
Toggle SpoilerNearly shat myself when everything started blowing up towards the end of the battle. I'm guessing the enemy really didn't want me to have what they were storing in those containers. :crazy:
Back to the Flamethrower though,
I understand the implementation of the weapon has been difficult, and I'm aware that there are limitations to what's possible to accomplish within the tools at our disposal. I noticed also that the weapon is set up as a monster type weapon, which I assume is not coincidence but the only way that it can behave as it does currently. I do regardless have a couple of suggestions though, that may or may not be viable.
1. Automatic Flame Thrower:
Considering the massive current area set on fire, it might be a bit of overkill to have the already immensely powerful Flamethrower be automatic as well. However, if one were using a smaller area of effect the flamethrower could well be one of the few automatic weapons where Spread Fire is actually useful for more things than supression.
Being able to do burst fire and automatic fire with the flamethrower, should it be possible, would of course also mean that your psychotic mercenaries can suddenly decide it's time for a barbecue, which could result in some interesting situations.
2. Accidental Flamer Tank Explosions:
As seen in a great number of WWII films; I think it would be interessting if the flamethrower fuel tanks could explode when shot or struck by grenades.
I've noticed chain reactions among enemy formations when their grenades go off when struck by mine, and I'm under the understanding that it is governed by the viotality rating of the item. I've only seen this rating on grenades however, so I'm assuming it's not possible to have it on ammunition.
That said, could it be viable to use the grenade launcher clip ammunition type for the flame thrower? Would it still work, and would it allow us to re-live the tragic moments from the films, both among our own mercenaries, and of course among enemy troops?
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Corporal
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Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230216]
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Sun, 02 August 2009 16:36
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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ForralI just had the opportunity to play around with the Flamethrower - and damn ain't that a badarse weapon? I was using it in the north-eastern sector of Alma against the entrenched positions there, setting the whole damned place on fire. The experience was on the whole extremely satisfying, so good on you for adding the weapon. :ok:
Glad you enjoyed it. :happybear:
ForralSpoileresque comment about that particular map; North East Alma
Toggle SpoilerNearly shat myself when everything started blowing up towards the end of the battle. I'm guessing the enemy really didn't want me to have what they were storing in those containers. :crazy:
Yupp, that's why reconnaisance in certain maps should not be undervalued. If you know how to prevent it, you can get the loot.
ForralI understand the implementation of the weapon has been difficult, and I'm aware that there are limitations to what's possible to accomplish within the tools at our disposal. I noticed also that the weapon is set up as a monster type weapon, which I assume is not coincidence but the only way that it can behave as it does currently. I do regardless have a couple of suggestions though, that may or may not be viable.
That Monster caliber will be renamed, had forgotten to do so.
Forral1. Automatic Flame Thrower:
Considering the massive current area set on fire, it might be a bit of overkill to have the already immensely powerful Flamethrower be automatic as well. However, if one were using a smaller area of effect the flamethrower could well be one of the few automatic weapons where Spread Fire is actually useful for more things than supression.
Being able to do burst fire and automatic fire with the flamethrower, should it be possible, would of course also mean that your psychotic mercenaries can suddenly decide it's time for a barbecue, which could result in some interesting situations.
I tried full auto settings on the flamethrower, they worked nice in the beginning, but due to the limitations of area effects to a maximum number (that means it seems that there is a limit of how many area effects can work at the same time and that limit seems to be set at about 20), it would be quite unwieldy. Imagine you would have a high rate of fire with a huge spread, in one burst you would easily reach that limit and as long as the flames are burning no other area effect would work (for example no mustard gas//smoke//tear gas, not even break lights... that's why I tended to remove the panic lights in most maps as well. They were a nice tactical addition, but made game play a big mess up, as you couldn't use your own area effects any more...).
I think that probably rules out the auto option for the flamethrower at the moment.
Forral2. Accidental Flamer Tank Explosions:
As seen in a great number of WWII films; I think it would be interessting if the flamethrower fuel tanks could explode when shot or struck by grenades.
I've noticed chain reactions among enemy formations when their grenades go off when struck by mine, and I'm under the understanding that it is governed by the viotality rating of the item. I've only seen this rating on grenades however, so I'm assuming it's not possible to have it on ammunition.
That said, could it be viable to use the grenade launcher clip ammunition type for the flame thrower? Would it still work, and would it allow us to re-live the tragic moments from the films, both among our own mercenaries, and of course among enemy troops?
Unfortunately you're right. At the moment it is not possible to add volatility to ammo types. And changing the flamethrower to a grenade launcher would probably make it too similiar to the 40mm Napalm grenades. I might give this a try and will see if it works at all. I think I have already tried it, when I first tried to get this working, but I honestly can't quite remember...
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Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230234]
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Sun, 02 August 2009 19:53
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waldtroll |
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Messages:31
Registered:February 2007 Location: Berlin, Germany |
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Did you think about using the CORSAK LAM insted of the insight LAM for the WP Aiming module? Would bring a bit variation.
I would like to suggest an Trigger Group - Bolt/Spring merge, what do you think?
You should check the Camo Pants I think they have to much protection.
Ceep up the good work, this is great.
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Private 1st Class
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Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230243]
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Sun, 02 August 2009 22:08
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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WaldtrollDid you think about using the CORSAK LAM insted of the insight LAM for the WP Aiming module? Would bring a bit variation.
I would like to suggest an Trigger Group - Bolt/Spring merge, what do you think?
You should check the Camo Pants I think they have to much protection.
Ceep up the good work, this is great.
Trigger & Bolt came to my mind some time ago, as well. Couldn't think of a suitable merge though. Maybe I'll just let them be mergeable without a further modification. And I'll need to think of a new pic for that as well...
CORSAK&Kobra would ceratinly be too good, don't you think? But I'll reconsider that as an addition, as it seems quite some people are interested in such an item.
I'll have a look at the protection value of the camo pants.
I also recoloured the new AN Night Scope, which turned out too be too grey in my opinion. It's now slightly darker and all in all looks way better than before.
Did the same with the interface pic of the M6 Lynx. And I think the pic definetely improved.
Edit:
Okay, changed the Insight-LAM&Kobra combo//Aiming Module WP. Both now use a CORSAK LAM instead of the Insight-LAM.
Edit 2:
hmm... think the camo pants protection is okay (comapred to uniform pants).
[Updated on: Mon, 03 August 2009 00:02] by Moderator Report message to a moderator
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Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230249]
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Mon, 03 August 2009 00:24
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waldtroll |
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Messages:31
Registered:February 2007 Location: Berlin, Germany |
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Ups, sorry think I compared Camo Pants + Leg Protector with Uniform Pants without one.
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Private 1st Class
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Re: Alpha_Item_Mod_for_WF6.06 Part 2[message #230294]
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Mon, 03 August 2009 14:14
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waldtroll |
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Messages:31
Registered:February 2007 Location: Berlin, Germany |
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I found one little bug, the Aiming Module MK. II-X should be incompatible with the tactical flashlight in the moment it isn't.
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Private 1st Class
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