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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #233686] Tue, 22 September 2009 21:52 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Just added the HK 33KE (and the C-Mag version).

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #233755] Thu, 24 September 2009 03:43 Go to previous messageGo to next message
walbers23 is currently offline walbers23

 
Messages:36
Registered:March 2009
Location: Qingdao, China
smeagol, when you add these changes are they immediately available in the version you have posted? so that even though i already have v40...if i download it again today i'll get the stuff you just added above? rgds, will

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Private 1st Class
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #233778] Thu, 24 September 2009 14:18 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
No, changes will always be included in the next version.

Haven't added too much yet, so I probably won't update too soon (but you never know Wink ).

[Updated on: Thu, 24 September 2009 14:18] by Moderator

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #233788] Thu, 24 September 2009 17:56 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Currently adding some more ammo types (already added XP3 .30-06 ammo, and I will probably add 12g Hornet Nest buckshot... adding new ammo is quite boring, especially if the same ammo has like 6 different pics...).

Has anyone a table of the ammo colours that are used in game (that is font colour, grayed colour, off image and on image)?

------------------ Font ----- Grayed ----- off ----- on -----

blue HP uses ----> 24 ----- 12 ----- 9 ----- 11 -----
red AP uses -----> 218 ----- 8 ----- 5 ----- 7 -----

and so on


But is it possible to have more colours like [color:#66CCCC]THIS[/color] for example (really could use that for BAT ammo).


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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #233790] Thu, 24 September 2009 17:58 Go to previous messageGo to next message
Logisteric

 
Messages:3199
Registered:December 2008
Location: B
are there so many bats in your mod - that they deserve a special ammo to be shot at with?

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Captain
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #233791] Thu, 24 September 2009 18:02 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
BAT = 9mm Blitz Action Trauma ammunition. Razz

It currently uses [color:#33FF33]bright green[/color], like depleted uranium. I'd like to change that.

[Updated on: Thu, 24 September 2009 18:03] by Moderator

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #233815] Thu, 24 September 2009 23:01 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Finished adding and testing the Hornet's Nest 12 gauge ammo. Looks quite good so far.

The ammo has very low damage and reduced range, armour penetration like Glaser (in other words, basically none), but 20 bullets. The damage against light armoured targets is quite unimpressive, but two full hits will get an enemy down (and that's exactly what that ammo is supposed to do).

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #233861] Fri, 25 September 2009 22:03 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Added 9x21 SP-11 ammo (mix between Match ammo and Tracer without the Tracer effect). This ammo has low penetration, but reduced burst and auto penalty and a bit higher range than 9x21 SP-10 (the SAP ammo for the Veresk and Gyurza).

Also changed the size of the crowbar, so that it will fit into a gun sling (like the shovels, the katana and the night stick).

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #233868] Sat, 26 September 2009 00:33 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Okay, uploaded V41.

As always, look out for stuff that might not work as intended and report it here.

New stuff:
HK 33KE (yeah, I know... just another 5.56 gun... but it fits nicely between HK53A and the G3K
.30-06 XP3 ammo
9x21 SP-11 ammo
Hornet's Nest 12 gauge ammo
ITL Mars (tell me what you think about the values, don't know if those are rather off... that thing looks quite big in reality, thus can't be combined with scopes but works comparable to a small scope itself).

Some minor tweaks I already have forgotten (nothing to exciting and/or special... maybe added a point of reliavbility here and there or subtracted a point... stuff like that).

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #233878] Sat, 26 September 2009 03:25 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Already found the first mistake... 9x21 SP-11, 30 mags have wrong caliber. Currently fixing this (thought I had already, but it seems I forgot to save the changes).

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #233880] Sat, 26 September 2009 03:51 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Reworked armour protection values. Upped C-18 by +3, C-20 by an additional +6. Dragon Skin, EOD and Kazak have now higher values as well.

The Conversion Kits for C-20 and the C-20 repair tubes are now more expensive.

For comparison:

Spectra Field Ops C-20 ---> armour 50
Spectra Field Ops C-18 ---> armour 41
Spectra Field Ops --------> armour 35

Dragonskin ---------------> armour 80

EOD Vest -----------------> armour 75

Kazak-6 ------------------> armour 60


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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #233905] Sat, 26 September 2009 19:31 Go to previous messageGo to next message
Randok is currently offline Randok

 
Messages:321
Registered:March 2004
Is a small problem. Swapped names:
7.62x37mm MAG DEPLETED URANIUM is a description "Acidic"
Tranquilizer Dart is a description "Ignores Armor"

[Updated on: Sat, 26 September 2009 23:52] by Moderator

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Master Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #233919] Sat, 26 September 2009 23:13 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
You mean in the enhanced description box? that's quite normal, as those are properties those two ammunitions have.

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #233926] Sat, 26 September 2009 23:53 Go to previous messageGo to next message
Randok is currently offline Randok

 
Messages:321
Registered:March 2004
Quote:
You mean in the enhanced description box?
Yes
I thought that it is correct:
7.62x37mm MAG DEPLETED URANIUM is a description "Ignores Armor"
Tranquilizer Dart is a description "Acidic"

[Updated on: Sat, 26 September 2009 23:54] by Moderator

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Master Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #233928] Sun, 27 September 2009 00:24 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
No, it's perfectly fine this way. Haven't changed anything about the ammo types of depleted uranium and darts.

The acidic reduces armour protection adter a hit, as far as i remember. I think in one of headrock's "how to" series it was explained.

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #233929] Sun, 27 September 2009 00:34 Go to previous messageGo to next message
Randok is currently offline Randok

 
Messages:321
Registered:March 2004
I am I compared with that
http://www.bookgallery.co.il/JA2PublicPosts/statsguide/statsguide.asp

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Master Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #233932] Sun, 27 September 2009 01:15 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
@ Randok: I think the icons for "Acidic" and "Ignores Armor" were accidentally switched in earlier versions of EDB. I seem to remember fixing that... What EXE are you using?

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Sergeant Major

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #233940] Sun, 27 September 2009 07:43 Go to previous messageGo to next message
Charlie_May is currently offline Charlie_May

 
Messages:27
Registered:March 2009
Hello Smeagol,

Can I use this mod with the WF6.06 maps only mod, and not the WF mercs and storyline? I guess that would prevent me from using your updated maps... but still... I would love to be able to buy your extra items at BR's.

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Private 1st Class
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #233944] Sun, 27 September 2009 10:22 Go to previous messageGo to next message
Randok is currently offline Randok

 
Messages:321
Registered:March 2004
I am using EXE V.1.13 2383.EDB 1.13 ( BUILD 08.10.24 )

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Master Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #233947] Sun, 27 September 2009 13:28 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Charlie_May
Hello Smeagol,

Can I use this mod with the WF6.06 maps only mod, and not the WF mercs and storyline? I guess that would prevent me from using your updated maps... but still... I would love to be able to buy your extra items at BR's.



I think it should be possible to play with the maps (and even the updated maps). Only thing that might be screwed up is MercStarting Gear (as this is done for the WF Mercs). Storyline isn't that different anyways...

So, give it a try and tell us how it worked...

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #233952] Sun, 27 September 2009 16:15 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Currently fixing some attachment inconsistencies (2xscope combo and reflex sight work together at the moment, aiming module III-X had the wrong components... maybe I find more...)

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234001] Mon, 28 September 2009 22:26 Go to previous messageGo to next message
ssd is currently offline ssd

 
Messages:21
Registered:July 2009
Location: Germany
I encountered the following error in sector C13 Drassen:

http://img33.imageshack.us/img33/464/errorhf.jpg

Edit: Damn it happens every time an enemy killes militia.

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Private 1st Class
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234013] Tue, 29 September 2009 00:32 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Hmmm....

never had that one before.

Have you tried if this happens with new inventory as well?

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234015] Tue, 29 September 2009 01:23 Go to previous messageGo to next message
ssd is currently offline ssd

 
Messages:21
Registered:July 2009
Location: Germany
Yeah it also happens with NIV. Sad

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Private 1st Class
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234018] Tue, 29 September 2009 03:20 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Does it happen in every sector?


Maybe someone who knows the assertion codes could offer some help...

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234019] Tue, 29 September 2009 04:15 Go to previous messageGo to next message
ssd is currently offline ssd

 
Messages:21
Registered:July 2009
Location: Germany
No only in C13 yet. This is the first time I encountered this error. I guess it's something with the last map update.

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Private 1st Class
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234053] Tue, 29 September 2009 19:06 Go to previous messageGo to next message
Cafu is currently offline Cafu

 
Messages:35
Registered:February 2008
Location: Finnland, very north
Can you play with crepitus enabled with newest update. It's disabled default, but is it safe to enabled?
I am currently making new HAM3.5 + WF + AIM game, scifi settings and always liked to keep alien bugs in my game..

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Private 1st Class
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234055] Tue, 29 September 2009 19:09 Go to previous messageGo to next message
Logisteric

 
Messages:3199
Registered:December 2008
Location: B
the monsterqueen-spit has been used for the flamethrower => NO

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Captain
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234121] Wed, 30 September 2009 22:44 Go to previous messageGo to next message
Hairysteed is currently offline Hairysteed

 
Messages:193
Registered:December 2007
Location: Finland
I don't agree with the to-hit-penalty&bipod-bonus -combination for some of the LMG's at least not to the current severity. Here's the logic I used to modify your mod to my liking:

AUG HBAR, L86, MG36, RPK and Shrike are basically just heavy-barrel versions of assault rifles firing the same round. Higher ready AP cost should be enough for them. These weapons can also be fired in semi-auto; If you can fire a battle rifle with accuracy while standing or crouched, then you should be able to fire these as well!

LMG's without a forward handguard or a foregrip (Mg3, PKM, Pecheneg, FN-MAG, HK-21, M1919 A6) should get the full penalty. LMG's firing intermediate cartridges (HK-23, Ameli) should get a slightly reduced penalty)

LMG's with a forward handguard (Minimi, Mg43, BAR, RPD) should get a reduced penalty

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Staff Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234278] Sat, 03 October 2009 12:15 Go to previous messageGo to next message
Mauser is currently offline Mauser

 
Messages:756
Registered:August 2006
Location: Bavaria - Germany
Hairysteed
I don't agree with the to-hit-penalty&bipod-bonus -combination for some of the LMG's at least not to the current severity. Here's the logic I used to modify your mod to my liking:

AUG HBAR, L86, MG36, RPK and Shrike are basically just heavy-barrel versions of assault rifles firing the same round. Higher ready AP cost should be enough for them. These weapons can also be fired in semi-auto; If you can fire a battle rifle with accuracy while standing or crouched, then you should be able to fire these as well!

LMG's without a forward handguard or a foregrip (Mg3, PKM, Pecheneg, FN-MAG, HK-21, M1919 A6) should get the full penalty. LMG's firing intermediate cartridges (HK-23, Ameli) should get a slightly reduced penalty)

LMG's with a forward handguard (Minimi, Mg43, BAR, RPD) should get a reduced penalty


i agree with that. the differences of the gun types within the LMG class should be accentuated more. heavy barreled assault rifles should behave like those, just with a little lower burst/auto penalty and slightly longer range. the bigger bipod bonuses should be reserved for the really big and heavy squad automatics that really have a naturally high auto penalty also due to their larger caliber and high ROF. this distinction should be made more clearly within the LMG class.

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First Sergeant
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234365] Sun, 04 October 2009 17:21 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Okay, reduced penalties on several LMGs and also fixed some other minor issues (like Tony not buying the Robarms XCR; the Automags not accepting 2x scopes, while the Desert Eagles do; folding stock attachable to the Skorpion, which should have been SMG stock...).

I'm trying to find more such glitches, before uploading an update...

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234386] Sun, 04 October 2009 21:29 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
At the moment I'm adding ammo boxes to clean up Bobby Rays ammunition inventory.

So far, I only got the 9x19mm boxes and this is still in test phase. Those boxes contain 150 rounds (seemed the most logical number) and will save 10% on the retail price.

Only thing that sucks about this is, that those box don't show up under the subtype boxes (which probably means, that I will have to add in dummy items to have the boxes listed under those subtypes...).

They don't work like ammo crates, as that would screw up the big ammo crates... instead consider them as large magazines (that don't have a gun that uses them). They can be carried in a medium pocket and guns can be loaded from those boxes just as usual. Or of course you can just make ammo crates out of them and then use the crates to create mags...

Anyways, I think this is a good idea, as the ammo inventory at BR's is quite tedious to browse. After the clean up you'll get just 11 items for 9x19mm ammo instead of currently ~50.

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234390] Sun, 04 October 2009 21:44 Go to previous messageGo to next message
Logisteric

 
Messages:3199
Registered:December 2008
Location: B
was about time

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Captain
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234395] Sun, 04 October 2009 22:02 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Yeah, I know... but meddling with ammo is always tedious work, as there are simply soooo many items there... I also have to make pics for each ammo type (at the moment only have one generic pic for ball ammo, and will now do the rest...).

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234435] Mon, 05 October 2009 10:51 Go to previous messageGo to next message
Starwalker is currently offline Starwalker

 
Messages:759
Registered:October 2005
Location: Hannover, Germany
smeagol
the Automags not accepting 2x scopes, while the Desert Eagles do

Only the back part of the Desert Eagle's is moving during a shot, so a scope can be mount atop the non-moving part. The Automags have a slide which is a moving part from the muzzle back to the hammer (all over the top of the gun), and it is not a good idea to mount a scope onto such a moving part (stress on the mounting, scope can become de-adjusted). That's why only the Desert Eagles among the semi-auto pistols were allowed the small scope in basic 1.13.

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First Sergeant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234437] Mon, 05 October 2009 10:54 Go to previous messageGo to next message
Starwalker is currently offline Starwalker

 
Messages:759
Registered:October 2005
Location: Hannover, Germany
smeagol
They don't work like ammo crates, as that would screw up the big ammo crates... instead consider them as large magazines (that don't have a gun that uses them). They can be carried in a medium pocket and guns can be loaded from those boxes just as usual. Or of course you can just make ammo crates out of them and then use the crates to create mags...

Do you know that loading a gun from a magazine (or your box) that does not fit the capacity of the gun will cost more AP during combat? So a merc should always have 'compatible' mags for his gun on his person.

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First Sergeant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234460] Mon, 05 October 2009 14:04 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Starwalker
Do you know that loading a gun from a magazine (or your box) that does not fit the capacity of the gun will cost more AP during combat? So a merc should always have 'compatible' mags for his gun on his person.


Of course I know that... and I also know, that mercs should carry compatible mags... having bulk boxes that contain lose ammo is just a convenient way to clean up BR inventory. Seems however, that it won't clean up a running game's BR inventory, as BR still stocks regular magazines, even though I reduced inventory numbers to 0. Ah well...

But still you want to get that lose ammo out of the boxes and into mags, the easiest way to do so is of course through ammo crates, but you can also directly reload from the boxes (obviously one would do that in non-turned based circumstances, like fire breaks or in the sector inventory...).

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234546] Tue, 06 October 2009 16:50 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
I'm adding more ammo boxes at the moment, so far I've got 9x19, .38 SPC, .357, .44, .45 ACP and 12 gauge. Most still use the same pics, but I plan on adding more diverse pics later on...

The heavier caliber boxes contain fewer bullets.

150 rounds:
9x19
.38
.45 (might change this to 100 though)

100 rounds:
.44
.357

50 rounds:
12 gauge

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234564] Tue, 06 October 2009 22:54 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Adding more ammo boxes...

Currently I'm figuring out how much rounds the boxes with rifle rounds should contain (talking about 5.56, 5.45, 6.8, 7.62x51, 7.62x39 and 7.62x54R).

Problem with those is, that 75, 100, 200 can't be used due to drums, belts and c-mags.

My first idea was to set them to 50, but that seemed kind of weak. Next idea was 90, but that number is a bit odd... 150 seems a bit too much though.
100 would be perfect, but that of course would require changing C-Mag size and Belt size... any ideas?
I continue adding them set to 90, but that can easily be changed.

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Lieutenant

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #234572] Tue, 06 October 2009 23:31 Go to previous messageGo to previous message
Requiem is currently offline Requiem

 
Messages:93
Registered:February 2007
How about 120?

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Corporal 1st Class
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