Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » AIMNAS Archives » Alpha_Item_Mod_for_WF6.06 Part 3
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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #236662]
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Tue, 03 November 2009 21:36
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herb0815 |
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Messages:15
Registered:June 2008 |
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When using v43 none of your merges are working, no eagle items, aim combos,etc...
Just reinstalled v42. Everything just works fine with it.
As the installation is the same, I think I have intalled v43 correctly.
P.s.: I don
[Updated on: Tue, 03 November 2009 21:38] by Moderator Report message to a moderator
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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #236666]
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Tue, 03 November 2009 21:59
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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HairysteedI haven't downloaded v43... I've edited my v42 too much to my personal preference to be inclined to go through the trouble of doing it all over again for v43
Found more boo-boos (not sure if they're still in v43):
-AR57:s lack an integrated retractable stock
-AR57 silenced accepts a flash suppressor
-Custom Colt uppers don't merge with several Colt lowers (9mm & .45 SMGs, M4 commando, XM177)
-L86 LSW has mag size of 42 (should be 30, there are no 42-round mags for the LSW, AFAIK)
-Old Aimpoint Projector is incompatible with tactical flashlight or griplight (I don't see why)
L86 has 42rnd capacity because I didn't like the AUG to be the only gun im game that uses 42rnd mags (seemed like a waste).
Colt uppers: yeah... involves some work and I didn't feel like doing it yet.
AR57s: I'll look into it.
Aim Point: will fix that one too
herbWhen using v43 none of your merges are working, no eagle items, aim combos,etc...
Just reinstalled v42. Everything just works fine with it.
As the installation is the same, I think I have intalled v43 correctly.
P.s.: I don
[Updated on: Tue, 03 November 2009 22:01] by Moderator Report message to a moderator
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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #236681]
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Tue, 03 November 2009 23:28
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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Here a list of Item Sizes that will be used in the next Version:
34: ammo crates, full back packs (no more stuffing them into other back packs, or overloading vehicles)
33: Gas Tanks, empty backpacks, full vests and full combat packs
32: Tool kit, conversion kits, heads
31: Armour (vests and pants), LBE vests, combat packs, full thigh packs & belts
30: Helmets, thigh packs, belts
29: Rockets (RPG and Carl-Custaf)
28: 60mm shells
27: 43mm grenades, 40mm cylinders
26: 40mm grenades & shells
25: 20mm, 25mm and 40mm metalstorm clips
24: empty (undecided for now...)
23: bottles, canteen, stick grenade
22: mini rockets, crossbow bolts (that of course means, that the quiver will now take mini rockets as well)
21: ammo belts, med kit, claymore mine
20: drum mags, TNT/HMX, large attachments (like aiming modules, aimpointer, etc), ammo boxes
19: large handgrenades, large C4&C1
18: large mags, medium attachments (larger scopes, medium sized lasers, small aiming modules, etc), large knives
17: sniper mags, gas mask, first aid kit
16: AR mags
15: SMG mags
14: speedloader, regular grenades, stones, small attachments
13: short rifle mags
12: pistol mags, small C4&C1
11: small pistol mags, small grenades, throwing knives
10: tiny stuff (keys, money, marbles, etc...), tiny grenades (V40), shuriken
As you can see, some stuff will be changed, some stuff remains the same... not sure yet what size 24 will be used for, but I'll think about something... (pretty sure some items won't fit into other sizes).
Okay, back to work...
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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #236709]
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Wed, 04 November 2009 10:10
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Starwalker |
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Messages:759
Registered:October 2005 Location: Hannover, Germany |
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smeagolI'm also trying to rearange item sizes, so that the 40mm shells will fit into 40mm grenade pockets. But this could cause quite some trouble... (shells are type explosive, whereas grenades obviously are type grenade, and the pockets have restrictions, which item type they will take. But if I remove the restriction, some strange items would fit into grenade pockets... ah well... have to give this some thought. Maybe I'll find a solution that is managable without having to adjust each and every item size).
There is one: add explosives to the pocket's restriction.
See, the restrictions are binary switches, so 256 for grenades really is 100000000 in binary, and the 512 for explosives is 1000000000. Just add the two (1100000000 in binary, or 768 10-based) and put the value (768) into pockets.xml manually(!). The XML-Editor is not able to handle such multiple restrictions, but the game's code can.
BTW, this is the only place where this works, you can not(!) give an item multiple classes in items.xml.
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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #236713]
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Wed, 04 November 2009 10:23
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Starwalker |
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Messages:759
Registered:October 2005 Location: Hannover, Germany |
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smeagolHere a list of Item Sizes that will be used in the next Version:
34: ammo crates, full back packs (no more stuffing them into other back packs, or overloading vehicles)
33: Gas Tanks, empty backpacks, full vests and full combat packs
32: Tool kit, conversion kits, heads
31: Armour (vests and pants), LBE vests, combat packs, full thigh packs & belts
30: Helmets, thigh packs, belts
29: Rockets (RPG and Carl-Custaf)
28: 60mm shells
27: 43mm grenades, 40mm cylinders
26: 40mm grenades & shells
25: 20mm, 25mm and 40mm metalstorm clips
24: empty (undecided for now...)
23: bottles, canteen, stick grenade
22: mini rockets, crossbow bolts (that of course means, that the quiver will now take mini rockets as well)
21: ammo belts, med kit, claymore mine
20: drum mags, TNT/HMX, large attachments (like aiming modules, aimpointer, etc), ammo boxes
19: large handgrenades, large C4&C1
18: large mags, medium attachments (larger scopes, medium sized lasers, small aiming modules, etc), large knives
17: sniper mags, gas mask, first aid kit
16: AR mags
15: SMG mags
14: speedloader, regular grenades, stones, small attachments
13: short rifle mags
12: pistol mags, small C4&C1
11: small pistol mags, small grenades, throwing knives
10: tiny stuff (keys, money, marbles, etc...), tiny grenades (V40), shuriken
As you can see, some stuff will be changed, some stuff remains the same... not sure yet what size 24 will be used for, but I'll think about something... (pretty sure some items won't fit into other sizes).
From my post in the "Modding the New Inventory"-Thread:
Quote:24 Mid-Large size, slim (42rnd magazines, Metalstorm magazines, Calico magazines)
Size 17 is 'Hand-sized, flat', which should not include a gasmask.
And size 26 is much too much for single 40mm /grenades/.
Did you ever read the list of sizes in the thread mentioned above?
http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=164627&page=1#Post164627
[Updated on: Wed, 04 November 2009 10:24] by Moderator Report message to a moderator
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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #236744]
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Wed, 04 November 2009 15:23
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Hairysteed |
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Messages:193
Registered:December 2007 Location: Finland |
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StarwalkerHairysteedRIS is available for at least G3 and MP5 series,
Indeed.
http://www.btdeutschland.com/Handschienen.htm
Which kinda gets me wondering; How do you decide which weapons in the game accept attachments such as Rifle LAM:s and Grippods, since there are RIS handguards for almost every weapon out there?
Sorry for straying from the topic! :oops:
[Updated on: Wed, 04 November 2009 15:25] by Moderator Report message to a moderator
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Staff Sergeant
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