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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232785] Tue, 08 September 2009 16:20 Go to previous messageGo to next message
Logisteric

 
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... d

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Captain
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232788] Tue, 08 September 2009 17:07 Go to previous messageGo to next message
Friendly Fire is currently offline Friendly Fire

 
Messages:74
Registered:January 2006
The endless clock at the hospital : no talk to Jenny, tried only Vince.

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Corporal
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232790] Tue, 08 September 2009 17:23 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
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Friendly Fire
The endless clock at the hospital : no talk to Jenny, tried only Vince.


I think you'll have to talk to Jenny first. That should fix the problem (not sure though, just give it a try).

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232791] Tue, 08 September 2009 17:33 Go to previous messageGo to next message
Logisteric

 
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if smeagol did not alter vince's script (and i doubt that he did) you don't need no jenny

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Captain
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232795] Tue, 08 September 2009 19:41 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
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Ugh... almost finished updating the maps. At least I removed all warden civs from sectors in rows A-J (except for Tixa obviously... also removed the Tear Gas traps in Tixa basement).

I think I might add in the contractor teams to sectors that most likely won't be occupied by merc squads the whole time (like Orta weapons or the Queen's summerhouse in L1 for example, so if you decide to make those sectors your base, be warned that the civ respawn thing is quite possible there...).


I think I add Tixa basement to the list of maps that will get a complete rework in the near future. I really don't like the map, in my opinion it's way too small...


Edit:
Finished updating all sectors up to row L. Chances are good, that I might even get the rest done today. Smile

[Updated on: Tue, 08 September 2009 20:25] by Moderator

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232797] Tue, 08 September 2009 21:11 Go to previous messageGo to next message
Intruder.CZ is currently offline Intruder.CZ

 
Messages:6
Registered:September 2009
Location: CZ
well i have much easier solution for respawning civs. "CTRL+GABBI", well i know its cheat but they dont have to respawn so they cheating too. Very Happy

and i love them as enemies so i will keep old maps where they are

[Updated on: Tue, 08 September 2009 21:12] by Moderator

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Private
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232798] Tue, 08 September 2009 21:17 Go to previous messageGo to next message
ssd is currently offline ssd

 
Messages:21
Registered:July 2009
Location: Germany
IntruderCZ
well i have much easier solution for respawning civs. "CTRL+GABBI", well i know its cheat but they dont have to respawn so they cheating too. Very Happy

and i love them as enemies so i will keep old maps where they are


I think it's better to remove the Wardens and to put them in again only if there is a solution for this respawn bug.

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Private 1st Class
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232799] Tue, 08 September 2009 21:29 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
ssd
IntruderCZ
well i have much easier solution for respawning civs. "CTRL+GABBI", well i know its cheat but they dont have to respawn so they cheating too. Very Happy

and i love them as enemies so i will keep old maps where they are


I think it's better to remove the Wardens and to put them in again only if there is a solution for this respawn bug.


Agreed. That's the plan...

Only sectors with wardens at the moment:
J9 (Tixa)
K4 (Orta)
L1 (Queens Summerhouse)

Just finished updating row M.

I will make a small break now (really need to eat something... almost starving ^^), and will then continue updating rows O and P first, as those are probably done faster than row N.


Edit:
About 14 maps to go, then I'm finished. wohooo. Smile

Still to do: row N and O (except O9, decided that I have finished that map for now). Didn't change anything about the palace and probably won't do so...

Update will follow later on, decided to rework the maps without doing major changes to the maps themselves (at least for this update Wink).

Still on my list for bigger rework:
C14
J9 Basement
O9 Harbour map (though the map it self is already quite crowded...)


Edit2:
Ugh... this seems to take forever... still got the maps in row N to do. Everything else is updated.

[Updated on: Wed, 09 September 2009 00:55] by Moderator

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232831] Wed, 09 September 2009 12:32 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
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Just looked through the sti files and found some interesting looking guns, that I can't quite identify:


http://img80.imageshack.us/img80/8374/unidentifiedguns.png



Gun 106 looks like a silenced version of the MP5/10.


Gun 116 looks like a heavier barrel AKM


Gun 337 looks like a short barreled Colt SMG



If anyone can provide information, what exactly those guns are, I'd be more than happy to implement them in the mod (well, the pics are there, practically unused...).


Map Update progress:
only 3 more to go. Expect an update today. Smile

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232835] Wed, 09 September 2009 13:32 Go to previous messageGo to next message
Starwalker is currently offline Starwalker

 
Messages:759
Registered:October 2005
Location: Hannover, Germany
smeagol
Just looked through the sti files and found some interesting looking guns, that I can't quite identify:

http://img80.imageshack.us/img80/8374/unidentifiedguns.png

Gun 106 looks like a silenced version of the MP5/10.

Early on Mugsy had included a 10mm MP5SD, which does not exist as a designed and constructed gun, so this pic was for that gun, simply depicting a normal MP5/10A3 with a suppressor mounted. The gun has been taken out in the meantime, it was superfluous.

smeagol
Gun 116 looks like a heavier barrel AKM

Don't know about this one...

smeagol
Gun 337 looks like a short barreled Colt SMG

It's Tbird's pic, it was meant for a .40S&W version of the Colt SMG.

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First Sergeant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232837] Wed, 09 September 2009 13:37 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
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Thanks. Smile

The first one looks quite similiar to the .224 BOZ PDW, just with suppressor.

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232839] Wed, 09 September 2009 14:08 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
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Just uploaded the map update.

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232840] Wed, 09 September 2009 14:27 Go to previous messageGo to next message
Forral is currently offline Forral

 
Messages:71
Registered:May 2009
Location: Sweden
smeagol
Thanks. Smile

The first one looks quite similiar to the .224 BOZ PDW, just with suppressor.


The picture shown on the site you linked to is however just a simple MP5/10. He mentions that he used a picture of that gun because they apperently looked very similiar.

About the map update: Does it 'include' the removed Wardens? They've been giving me a bit of trouble in my latest game.

I notice a JA2_Options.ini uploaded the other day on your SkyDrive as well. What's special about that? I couldn't find any information about it in recent posts in this thread.

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Corporal
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232841] Wed, 09 September 2009 14:37 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
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Yes, the map update removes warden civs from most maps.

There are only very few maps left with warden civs (most notably Orta, Queen's Summerhouse, Palace Gardens and Tixa of course...).

Updating to the new map package "could" require a restart, but not necessarily. I tested this with my current running game, where I was ambushed by warden civs in Cambria University and everything worked fine.

I haven't changed sectors North of row L too much, so if you haven't visited any sectors in rows L-P everything should be just fine.


Edit:

Forral
I notice a JA2_Options.ini uploaded the other day on your SkyDrive as well. What's special about that? I couldn't find any information about it in recent posts in this thread.


Nothing special about that one, it's the rather old ini I use at the moment. Logisteric had some problems with getting the 4 vehicles working, so I provided my ini.
It's basically set for test games (most notably higher starting cash and full enemy tool tips...).


Edit:
Ah, almost forgot... when anyone of you encounter Warden Civs in a sector you think they shouldn't be in, it might be that it's because of either a miss-save in the map editor or that I simply forgot one... So if you find any warden civs in locations where they shouldn't appear at the moment, it would be good, if you'd drop a line...

[Updated on: Wed, 09 September 2009 16:35] by Moderator

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232935] Thu, 10 September 2009 13:06 Go to previous messageGo to next message
Intruder.CZ is currently offline Intruder.CZ

 
Messages:6
Registered:September 2009
Location: CZ
I want to ask something since im quiet confused.
What's the difference between "Stealth ops" armor + e.g. urban camo and "Dragonskin" with night ops wear? If i fight in night town.

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Private
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232944] Thu, 10 September 2009 16:13 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
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Stealth Ops armour provides a bigger Stealth bonus, Dragon Skin with Night Ops has a high protection value, but less stealth bonus (and can't be repaired).

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232950] Thu, 10 September 2009 18:45 Go to previous messageGo to next message
Forral is currently offline Forral

 
Messages:71
Registered:May 2009
Location: Sweden
Dunno if it's intentional or not, but Soda Cans can't be merged like other consumables.

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Corporal
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #232952] Thu, 10 September 2009 19:09 Go to previous messageGo to next message
Logisteric

 
Messages:3199
Registered:December 2008
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@ forral

and they can be used like waterbottles :cheers: , but can and string with filled soda cans = :gaga:

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Captain
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #233141] Sun, 13 September 2009 21:18 Go to previous messageGo to next message
Gunjack is currently offline Gunjack

 
Messages:20
Registered:March 2008
Location: Stuttgart, Germany
The Holster GL can take 1 grenade per pouch, but the graphics show twin grenades. did you overwrite the standard single 40mm pouch graphics?

And a very very small request: please add a double large mag pouch combo:)

[Updated on: Sun, 13 September 2009 21:55] by Moderator

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Private 1st Class
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #233143] Sun, 13 September 2009 21:55 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
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Hmmm...


guess this would outbalance the large mags even more. At the moment you can fit in 4 mags into an RPK mag pouch, which is quite a lot already (and the modular leg pouch takes the same amount...). If I do such a thing, expect the large mags with bigger rounds (like the 42rnd AUG mags or the RPK mag) to change their size.

I'm not quite satisfied at the moment with the large mags as they are. I think the SMG large mags and the MG/Rifle large mags should probably be of a different size. If I change that, a modular pouch with 4 large mag pouches might be quite possible...

Guess you have to stick to the P90 vest for now, that vest has 4 pockets for large magazines, which allows to store 8x50rnd magazines for the P90.

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #233144] Sun, 13 September 2009 22:08 Go to previous messageGo to next message
Gunjack is currently offline Gunjack

 
Messages:20
Registered:March 2008
Location: Stuttgart, Germany
I see the point. As you say, the large mag pouch is already a bit too powerfull...what do you think about resetting them to one mag per pouch, as in the original, and adding the double large mag pouch combo with 4 large mag x1 places?

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Private 1st Class
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #233145] Sun, 13 September 2009 22:17 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
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Yes, this might be a possible solution.

I'll take a look at the 40mm grenade sillhouette (at the moment there is in fact no single 40mm pic in the silhouette.sti... I might change that).

Just reworked the pic of the battle scope (has now the same pic as battle scope combo, only without the reflex sight) and made a new pic for the aiming module II.

Edit:
okay, changed the 40mm single silhouette.


Edit2:
Think it's quite strange, that there is an ACOG and a battle scope with Reflex Sight, so I decided to make a small scope&reflex sight item, as well (this way you can combine it with different lasers, compared to the aiming modules).

Edit 3:
Currently adding a combo of burris speeddot and insight lam.

[Updated on: Sun, 13 September 2009 23:28] by Moderator

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #233167] Mon, 14 September 2009 04:54 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
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New ACOG Scopes


http://img156.imageshack.us/img156/2426/acogscopes.png


They are slightly too big at the moment, tomorrow I'll reduce their size by a few pixels, but otherwise, they look quite nice ingame.

The Reflex Sight may look a bit small compared to the scope, but that are in fact the real proportions. Only the LAM was pasted into the pic and is thus a little bit larger than normal...

[Updated on: Mon, 14 September 2009 05:05] by Moderator

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #233185] Mon, 14 September 2009 13:11 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
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Small Scopes

http://img24.imageshack.us/img24/3617/smallscopes.png

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #233197] Mon, 14 September 2009 16:14 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
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Big change coming up:

I replaced the Insight LAM-200 with a more simple reddot LAM (and of course added the Insight LAM as a new different item with the old stats...).

The new LAM has significantly worse stats, and will replace the Insight LAM to make aiming modules. I think this will balance a bit the early game, the new item has a much lower coolness and will therefore show up earlier. It's slightly worse than a regular lasermodule (+18 aim bonus, 10 range, no night vision bonus).

So, the next update will transform all your Insight LAM-200s into simple reddot LAMs and severely tune down aiming modules.

The advanced aiming modules, that used Rifle LAMs will instead require AN/Peq 2 LAMs.


http://img15.imageshack.us/img15/3920/reddot.png

[Updated on: Mon, 14 September 2009 16:23] by Moderator

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #233199] Mon, 14 September 2009 17:08 Go to previous messageGo to next message
Intruder.CZ is currently offline Intruder.CZ

 
Messages:6
Registered:September 2009
Location: CZ
smeagol

Edit 3:
Currently adding a combo of burris speeddot and insight lam.

y thats good thing
but i think burris combo (speeddot+scope) could be better as u place one on each other as mentionet in info box. And this way u can safe one slot, since u cant mount "X" modules onto most "old" weapons this will be great thing.

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Private
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #233201] Mon, 14 September 2009 17:20 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
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Ah, forgot to mention in the post before... the changes to the LAM of course means that, that the reflex sight LAM combo items will use the reddot as well (as shown in the item pics already. This includes the Burris speeddot//LAM combo).

What do you think about the new pics?

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #233210] Mon, 14 September 2009 18:29 Go to previous messageGo to next message
Mauser is currently offline Mauser

 
Messages:756
Registered:August 2006
Location: Bavaria - Germany
new pics are good. have to see how they look ingame. finally they look like really improvised modules of different elements strapped together.

but may i make a suggestion for another item: a match trigger group.

it

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First Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #233212] Mon, 14 September 2009 18:51 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
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Oh, they look quite well in game.

Only the battle scope I made looks somehow awkward. I think I'll have to redraw it in the near future... At the moment I'm working on the WP aiming module. That one is not easy. :/

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #233260] Tue, 15 September 2009 19:05 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Updated the Merge List (Link in my signature).

Added Burris Aiming Modules (one with, one without Reddot).

I think I'll upload a new update now, made quite some changes now...


Stay tuned.

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #233262] Tue, 15 September 2009 19:21 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Allright... uploaded the Update to V40.

Note that I changed the file name, so instead of Alpha_something you'll now simply need Update Item Mod VXX (in this case V40 it is).

Also note, that due to the number of changes I made to attachments, it is very likely, that there might be some attachments that work together at the moment, that aren't supposed to work together (or the other way 'round, attachments that don't work together, but should...). If you notice any of these, drop me a line.
Of course I'm also interested to hear, how you like the new pics for several attachments, the change with the LAMs and anything else you might find worth mentioning.

In addition I added the Vepr Hunting rifle (with a slightly darker stock), a special knife for Razor and dropped some prices for attachments...

Have fun and happy hunting. :happybear:

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #233264] Tue, 15 September 2009 21:36 Go to previous messageGo to next message
Randok is currently offline Randok

 
Messages:321
Registered:March 2004
I very like your new pictures.
It would have been good if was a guide with items:
Picture item ( with parameters ) + picture item ( with parameters )= picture item ( with parameters )
Smile

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Master Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #233353] Thu, 17 September 2009 04:19 Go to previous messageGo to next message
goc_man is currently offline goc_man

 
Messages:113
Registered:November 2007
Location: Croatia
Nice update, just one thing:
I have a 20" widscreen, and the ACOG looks kind of pixelized when I run fullscreen (1024x768). With windowed mode it's fine, but on fullscreen it looks very bad compared to other item pics.

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Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #233383] Thu, 17 September 2009 14:16 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
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Don't know if I can change anything about it. :whoknows:

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #233397] Thu, 17 September 2009 16:59 Go to previous messageGo to next message
goc_man is currently offline goc_man

 
Messages:113
Registered:November 2007
Location: Croatia
smeagol
Don't know if I can change anything about it. :whoknows:



No bad, I thought it might have been a lower res pic then the others. It's not that bad after all:)

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Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #233400] Thu, 17 September 2009 17:08 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
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That's the original I used to make the ACOG:

http://www.trijicon.com/parts/ACOG-TRD-023.jpg

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #233416] Thu, 17 September 2009 18:54 Go to previous messageGo to next message
goc_man is currently offline goc_man

 
Messages:113
Registered:November 2007
Location: Croatia
Yeah, it looks good, must be my LCD display. Damn new technology, I'll have to use my old 17" CRT just for JA2 :placard:

Btw, when will you update the Attachments.xls? I really like it, I even added some extra stats for my own enjoyment. Very Happy

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Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #233487] Fri, 18 September 2009 20:37 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
I think I'll make the update for attachments.xls this weekend (if I'm motivated...).

At the moment I'm trying out different values for the "kit status" on the toolkit. Seems this is somehow screwed up. Negative values have the same effect as setting it to 0, if you put in positive values the toolkit doesn't wear off.

My test included Maddog who got 12 repair points out of a full toolbox. He started work with a 100% box, next morning it was down to:

96% when "kit status" was set to 0
96% when "kit status" was set to -100%
100% "kit status" was set to 50%


I guess this needs a second look by someone who knows his way around the code. :/


Would have been a nice way to add toolboxes with different sizes (or even med kits). It seems that it's currently not very reliable to do so (as it seems quite hard to figure out exact values).

So, anyone out there who knows about this in more detail?

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #233589] Mon, 21 September 2009 15:30 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Revised Laser ranges for the basic lasers and the aiming modules. The performance of the reddot LAM was quite underwhelming. Added +1 tile range (also raised range for the lasermodule, the Insight-LAM and the AN/PEQ by +1 / +2 tiles).

Now adding ITL MARS reflex sight and probably will add some more scopes (there are quite some unused pics now, due to the updated aiming module pics).


so, current laser range//aiming bonus values:
reddot LAM: 11 tiles, +18 aiming bonus
Lasermodule: 12 tiles, +20 aiming bonus
Insight-LAM: 13 tiles, +20 aiming bonus, night sight bonus, draw cost penalty
AN/PEQ: 20 tiles, +18 aiming bonus, night sight bonus, draw cost penalty
Rifle LAM: 30 tiles, +20 aiming bonus, draw cost penalty
CORSAK: 35 tiles, +15 aiming bonus, draw cost penalty
Old Aimpoint: 40 tiles, +20 aiming bonus, draw cost penalty

I might have to change these values around some more...

[Updated on: Mon, 21 September 2009 15:33] by Moderator

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #233616] Mon, 21 September 2009 22:42 Go to previous messageGo to previous message
Gunjack is currently offline Gunjack

 
Messages:20
Registered:March 2008
Location: Stuttgart, Germany
smeagol
Now adding ITL MARS reflex sight and probably will add some more scopes (there are quite some unused pics now, due to the updated aiming module pics).

Nice! Finally, i can play with the original IMI Tavor Smile

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Private 1st Class
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