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Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #235295] Fri, 16 October 2009 20:09 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
You probably will also want to change the stats of that item and also rechange the tilecache back to original, unless you don't care about queen spit looking like the flamethrower...


Anyways... I've cut down duration of the emergency flare to just 1. In my opinion it's duration is a bit too long, it essentially is enough to through one flare at a spot and the AI is screwed for the duration of a whole battle (because they always run around in the light and are easy targets).
This will also make 60mm illumination shells a bit more usefull, as they basically were the same item as flares.


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #235300] Fri, 16 October 2009 22:38 Go to previous messageGo to next message
Requiem

 
Messages:93
Registered:February 2007
craigmsandy
Is it possible to implement it into the combo mod loader and mod bundle. The ones that use batch files. Thanks for answereing my question so fast!
1, just rename the extracted folder to Data-AIM and replace the one from the combo mod loader. 2, why are you still using the batch files when the ini editor can select between vfs config files?
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #235302] Fri, 16 October 2009 22:51 Go to previous messageGo to next message
Schmidt

 
Messages:30
Registered:September 2009
Location: Br
Queen spit looking like a flamethrower.. meaning, in game, she would spit flames? That'd be cool..

Changing stats, is it not enough to replace the items.xml definition with the one from original wildfire. Perhaps I should change weapons.xml too?

Please, anyone, point me somewhere where can I find out what tilecache is too..

----------------

While trying to make some of the merged items, I have a problem. I have a level 5 merc with 99 mec and 91 dexterity trying to merge reflex sight and battlescope.. and he can't cut it. Is level 10 and 100 mec required, or is that a bug?

[Updated on: Fri, 16 October 2009 23:00] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #235307] Fri, 16 October 2009 23:57 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
You want someone with Electronics skill for doing weapon attachment merges.


Tilecache is a folder in the Data folder in your JA2 directory. It basically contains animations. The flamethrower animation overwrites the Queen Spit, thus the queen will have the flame animation, even if you change the item.

If you change the whole items.xml, you'd replace all items with the old ones, and that wouldn't make too much sense...


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #235316] Sat, 17 October 2009 01:06 Go to previous messageGo to next message
Schmidt

 
Messages:30
Registered:September 2009
Location: Br
Ok.. thanks. For future reference, is there a FAQ somewhere.

I'm fine with the queen spit as flame issue.

This may sound a tad arrogant*.. in another thread I mentioned how I found the weapon stats inaccurate. Apart from that, I really love your mod and appreciate the work that has gone into it.
It's just that I follow the US gun culture scene a bit, and am what people call pedant or perfectionist.., and have read a lot about guns and ammo(it's a bad habit I guess).

Would you mind me checking things a bit and correcting the stats for your mod? Ideal would be if we could devise a formula converting between MOA and in-game accuracy stat. The best accuracy is 0.1 moa ~ 100 yards (translates to 1/10 inch). Military sniper rifles range around 1/4 to 1, rifles maybe 1.5-3. AK's are 3 at best, while for AR rifles it's 0.5-2. Western AK-style rifles are much better though, almost as good as AR's apparently.

Mostly they seem ok, but I believe some are way off the mark. For example, AK reliability is not much higher than for sa.vz.58. Back in 1960's when they did test them for the Czechoslovak People's Army, after firing tens of thousands of rounds, no cleaning, the AK was fine, but the vz.58 broke one part, I think it was striker. It's a lighter weapon. Didn't jam otherwise, but the reliability in game is 0, If I am not mistaken.

Bobby Rays asking 2000$ for a Mosin is sort of outrageous, as one could get a cleaned up, refurbished one for less than 700$.. and stuff like that. Untouched milsurp goes for 200$ a gun.

The 5.7mm ammo is not that effective. I've read that on tests, it was about equal to the .22WMR cartridge, and did not fragment or tumble much. So, making it just a little less damaging than a cartridge with speed 30% higher(~translates to 70% more E-kinetic) isn't really fair. It is mighty handy, but it's a pistol, not a rifle cartridge..
Only F&N's PR department would have you believe that... same goes for the 4.6mm. Both are basically nothing more .22 magnum ammunition with some fancy AP bullets. But H&K gets great press from CS players. (and reputedly hates the gun-buying civilians, refusing to sell them most their kit and thumbing their noses at complaints see: http://larrycorreia.wordpress.com/2007/10/09/hk-because-you-suck-and-we-hate-you/)

I would do this for myself, but I'd be much more inclined to do it right and thoroughly if I knew it'd be used by others..

BTW, how far on your to-do list is including .22 caliber guns ? They're not usually used by the military, but they can be pretty silent**, they're inexpensive, and ammo is especially cheap. Some, like the 1200 rpm American-180 might be pretty deadly. (basically a .22LR machinegun.. actually digs through body with multiple hits to the same spot..). If it's just making STI files and stats..and far down your to do list.. I may find a time to put in the basics. My photoshop skills are mainly around editing photos and enlarging ladies' assets in them, but I know my way around the editor. Can't draw shit though.

*for some reason, everytime I open my trap online, it comes out as arrogant or just supercilious. I'm polite in real life though.

**favorite of sneak assasins. You can shoot someone as he's answering the door and neighbours won't hear. Three .22 rounds to the head drop anyone.
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #235337] Sat, 17 October 2009 13:06 Go to previous messageGo to next message
Hairysteed

 
Messages:193
Registered:December 2007
Location: Finland
I've noticed how most guns will take an AN/PEQ-2 and a 7x scope combo/4xACOG combo separately, but not an aiming module consisting of the two. What's up with that?
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #235342] Sat, 17 October 2009 14:43 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Hairysteed
I've noticed how most guns will take an AN/PEQ-2 and a 7x scope combo/4xACOG combo separately, but not an aiming module consisting of the two. What's up with that?


Well, the reasoning behind that, is that the Aim III-X originally containing the Rifle-LAM&Flashlight combo only went to guns with double rails. I kept this to somehow balance the two Aim III modules. Otherwise there would be no reason to use the Aim III instead of the Aim III-X. The Aim III-X is thus limited to guns with double rails (like HK416/417 series, SCAR, certain M4/M16 variants, etc...).
The real power of guns comes from the attachments these guns can take. And because the Aim III-X is one of the best attachments, I think it is another way to underline the strength of certain guns.

It's not completely thought through, and I might alter some guns. So, feel free to drop suggestions, which guns should be able to take the Aim III-X.


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #235347] Sat, 17 October 2009 17:46 Go to previous messageGo to next message
Hairysteed

 
Messages:193
Registered:December 2007
Location: Finland
I assume by double rails you mean rails on both the receiver (optics) and forward handguard (laser).

I can certainly agree with that line of reasoning, but in that case there are too many rifles that take the AN/PEQ-2, as they don't have the forward handguard rails. As I understand it, the whole idea with the aiming modules are to save an attachment slot, so if you can mount the components of the aiming module separately, you should be able to mount the corresponding aiming module.

I also noticed the Old Aimpoint as a possible attachment for the Mg3, but it doesn't have the same receiver as the G3 series (however, MP5's do)
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #235391] Sun, 18 October 2009 11:08 Go to previous messageGo to next message
Starwalker

 
Messages:766
Registered:October 2005
Location: Hannover, Germany
In basic 1.13 Rifle-LAMs are able to be attached to guns that have a RIS available, even if that is not shown or described in the gun's pic and/or description. For example, there's a RIS for the G3 rifle, and thus it should be able to mount a Rifle-LAM in basic 1.13. I'd guess that Smeagol extended this behavior to his mod.

The Old Aimpoint Projector is indeed not attachable to the MG3, because it has the H&K clamp-mount. Thus it should only fit guns with the older H&K receiver (G3, G3K, MP5, HK21, HK23).


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #235421] Sun, 18 October 2009 22:57 Go to previous messageGo to next message
Hairysteed

 
Messages:193
Registered:December 2007
Location: Finland
Starwalker: RIS is also available for the AK family, but the only AK that takes a Rifle-LAM in vanilla is the RPK-75

AIM on the other hand has "tactical" versions of these AK:s
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #235439] Mon, 19 October 2009 12:56 Go to previous messageGo to next message
Starwalker

 
Messages:766
Registered:October 2005
Location: Hannover, Germany
Hairysteed
Starwalker: RIS is also available for the AK family, but the only AK that takes a Rifle-LAM in vanilla is the RPK-75

AIM on the other hand has "tactical" versions of these AK:s

Thanks for the tip, although I do know that RIS exist for AKs (at least for the newer ones) I may have forgotten to implement that.


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #235465] Mon, 19 October 2009 18:00 Go to previous messageGo to next message
Hairysteed

 
Messages:193
Registered:December 2007
Location: Finland
I'm sure it's harder to find Rifles for which rails don't exist Razz
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #235710] Thu, 22 October 2009 23:35 Go to previous messageGo to next message
goc_man

 
Messages:113
Registered:November 2007
Location: Croatia
Hey, can you please post the list of rifles that can be converted with the AK Conversion Kit?
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #235711] Thu, 22 October 2009 23:43 Go to previous messageGo to next message
Anonymous
What is the difference between V42 and V42B Smeagol?
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #235715] Fri, 23 October 2009 00:07 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
AK Conversion Kit works on:

SKS
AK-47
AKM
AKMS
AKS-47
Drum Variants of AKM, AK-47, AKMS and AKS-47
AK-74
AKS-74
AKS-74U

42b fixes minor issues with the ammo donkeys, as far as I remember... Has been a while since the last update... but haven't done anything spectacular lately.


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #235731] Fri, 23 October 2009 01:42 Go to previous messageGo to next message
Anonymous
When is the next update due Smeagol?
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #235755] Fri, 23 October 2009 12:05 Go to previous messageGo to next message
herb0815

 
Messages:18
Registered:June 2008
I
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #235758] Fri, 23 October 2009 12:18 Go to previous messageGo to next message
Logisteric

 
Messages:3248
Registered:December 2008
Location: B
1. probably they are made by the same manufacturer
2. they also have aproximately the same size
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #235767] Fri, 23 October 2009 13:41 Go to previous messageGo to next message
goc_man

 
Messages:113
Registered:November 2007
Location: Croatia
Hmm interesting... So there are only 3 types of Tactical AKs. I thought that each one had its own tactical variant. Makes things less complicated, since there are already a lot of AKs. Either way, the AKM tactical became my favorite AK Very Happy
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #235772] Fri, 23 October 2009 14:03 Go to previous messageGo to next message
herb0815

 
Messages:18
Registered:June 2008
@Lodisteric

Yea that is clear for me, but on the pic is written 9x19 mm ap and not 7,62x25 mm ap and they comme right after the 9x19 mm standard rounds. Only in the discription you can see that they are not 9x19 but 7,62 mm. So I thought it is a bug as I have no 9x19 mm ap boxes in my game.
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #235795] Fri, 23 October 2009 22:09 Go to previous messageGo to next message
Anonymous
I have a simple question about the ammo donkeys. Since I can buy ammo donkeys from bartenders, are they just boxes? If so why are they $500?
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #235798] Fri, 23 October 2009 23:23 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
The donkeys are more or less just a symbolic item to create the small ammo boxes. The price was randomly chosen, I thought anyone can spare those bucks for the convenience of making boxes. Wink


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #235799] Sat, 24 October 2009 00:05 Go to previous messageGo to next message
Anonymous
So........What exactly are they? I don't mean to be a nuisance.
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #235800] Sat, 24 October 2009 00:10 Go to previous messageGo to next message
Logisteric

 
Messages:3248
Registered:December 2008
Location: B
they are a great thing if you want to carry yiur ammo into one of the mines - i do that - ihate messy sectors

and you can get them for free - simply shoot those santhos-clones
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #236381] Sat, 31 October 2009 00:15 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Resumed work on the Item Mod.

First changes so far:
- reduced some gun weights (mostly on some of the heavy MGs, which still had weights that included bipods, so I reduced weights by 5 hg on some of them).

- fixed pocket issue with crossbow bolts (those now also fit medium general and combat pack pockets)

- fixed reliabilty on that czech AK clone

- added 3-rnd bursts on the AEK assault rifle series (according to that russian gun site, the AEk should have a 3 round burst, so it got that... guess this will save an attachment slot, might be quite useful)

- currently adding AEK-973S

Might add some more new stuff as well...

Edit:
added another LBE vest and changed the BW daypack to a backpack that can be combined with combat packs (similiar to the L.R.R.P or the sniper drag bag). There are already quite some combat packs, but the backpack department was a bit lacking in my opinion...

Edit 2:
changed the pistol holsters a little bit (basically re-aranging pockets and changing one or two... nothing too special).

[Updated on: Sat, 31 October 2009 01:41] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #236405] Sat, 31 October 2009 17:13 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Okay, another try to fix this annoying problem. The error occurs in the farm sectors around San Mona and causes the game to crash when you try to enter the sector for the second time (first entry in those sectors seems to work just fine, only second visits cause problems as far as I can tell).

The part in the source code looks like this:


STR16 pAntiHackerString[] =
{
L"Error. Missing or corrupted file(s). Game will exit now.",
};


I have not the slightest clue, what causes it or what can be done to fix it.


Maybe anyone out there has an idea, what causes the error, or how I can find out what causes the error. It's really annoying, as the sectors in which this happens can't be entered anymore (and at the moment in my current game one fled enemy hides in such a sector on the main road between Chitzena and San Mona *grrrr*).


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #236425] Sat, 31 October 2009 19:56 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Currently fixing some inconsistencies concerning pocket sizes (Molotov Cocktails not fitting into belt clips for example, regular gasmasks, NVG I and NVG II will now fit into general misc pockets [AVON Gasmask, XM-50 and NVG III and NVG IV still require medium pockets, though]).


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #236433] Sat, 31 October 2009 21:32 Go to previous messageGo to next message
lockie

 
Messages:3787
Registered:February 2006
Location: Scotland
Keep up the good work , Smeagol , Everyone should try Wf 1.13 map and item mod... it's just like Christmas.......... :smilingsoldier:


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #236519] Sun, 01 November 2009 19:42 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
I'm trying to find a pic of a small calibre mortar. I had the idea to add a mortar for 40mm grenades (yeah, I know, such a thing apparently doesn't exist... but it would be quite useful in game, closing the gap between UGLs and real mortars. And who wouldn't like to shoot 40mm grenades with a mortar :moosegrin:).

My web search discovered a 37mm Soviet Spade Mortar and there's apparently also a small calibre Iranian marsh mortar. So, small calibre mortars are in fact possible. Only thing is, that all the mortar pics I found around the net suck. I tried to convert the 2 inch British commando mortar from WW II, but the pic just looked awful... so if anyone out there has a pic I could use, drop me a line.


Edit:

Okay, I'll use this pic, until someone shows up with a better one. Wink

http://img442.imageshack.us/img442/3015/lightmortar.png

[Updated on: Sun, 01 November 2009 20:03] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #236520] Sun, 01 November 2009 21:12 Go to previous messageGo to next message
Uriens

 
Messages:340
Registered:July 2006
lockie
Keep up the good work , Smeagol , Everyone should try Wf 1.13 map and item mod... it's just like Christmas.......... :smilingsoldier:


Agreed. That is exactly what I'm playing. And HAM too. Smile
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #236526] Sun, 01 November 2009 22:04 Go to previous messageGo to next message
Hairysteed

 
Messages:193
Registered:December 2007
Location: Finland
I have a few things to point out about the foregrips:

I don't think I quite understand the reasoning behind the negative bipod bonus on foregrips - in fact if anything there should be some slight bipod bonus on them, since they can somewhat function as a monopod.

Furthermore, I've noticed in the editor how foregrips give an AP's-to-ready reduction, but weapons with integral foregrips don't have that.
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #236529] Sun, 01 November 2009 23:07 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
The idea there was, that I imagine a foregrip would be quite unwieldy when lying prone. But again, I never held a gun in my hand in real life, so this is solely based on my desire to balance items.

If this is complete rubbish, I'd fix it, of course...

Those guns with integral foregrips probably don't have the bonus, because I simply forgot to add it. Wink

Anyways, I'll now try to get my hands on one of those 40mm mortars in game to test them and adjust values if necessary. I think I might be able to upload an update either later today or tomorrow...


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #236531] Sun, 01 November 2009 23:22 Go to previous messageGo to next message
Anonymous
Smeagol, what do you think of my book idea? Any possibility of a maybe a small implementation? Books
Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #236532] Sun, 01 November 2009 23:24 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Don't think this is possible without working on the code.

At least there are no tags in the XML file I know of, that deal with skill progress.


Just added the missing AP draw bonus on guns with integral foregrip (though I didn't add the bipod penalty on those guns).


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #236556] Mon, 02 November 2009 14:57 Go to previous messageGo to next message
Hairysteed

 
Messages:193
Registered:December 2007
Location: Finland
Found a boo-boo: Reddot LAM - SMR is not incompatible with a lot of laser sights

[Updated on: Mon, 02 November 2009 15:01] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #236559] Mon, 02 November 2009 15:29 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Thanks for pointing that out. Will have a look at that. Currently waiting for my BR order with 40mm mortars to arrive. After making the tests I'll fix the Reddot-SMR and will then upload the next version (yes, that means that V43 will finally be ready today...).


Edit:
Hmmm.... seems like there is a small problem with the mortar. The order just arrived, although it should have a range of 65 tiles, it shoots grenades only up to 20 tiles. I try to fix this.


Edit 2:
Seems like the range is somehow bound to the grenade type. Mortar shells are type explosive, so my workaround is adding new items for the 40mm mortar. You can now either buy the 40mm shells directly from BR or buy a shell casing that can be used to make 40mm shells out of regular 40mm grenades with a merge (will take some time to implement this, but I think I get it done in the next one or two hours... stay tuned).

[Updated on: Mon, 02 November 2009 21:02] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #236591] Mon, 02 November 2009 23:30 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Here we go: V43

Also fixed the SMR-Reddot.

New merges:
40mm shell casing + various 40mm grenades = 40mm shell


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #236616] Tue, 03 November 2009 03:27 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Ugh... apparently the merges don't work yet. I'll fix that asap.


Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #236634] Tue, 03 November 2009 17:00 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Fixed the merges.

Also changed the gun sling pocket on combat packs slightly (including new pic for the silhouette). This pocket now will no longer take guns with size 8 or 9 (large rifles, MGs, anti-material rifles, and such things). If you want to carry such a huge gun, you'll have to use the default gun sling.

I'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).

Also discovered some LBE items that had wrong sizes.


LBE items now have the following sizes:
Thigh packs -----> size 21
vests -----------> size 23
combat packs ----> size 23
backpacks -------> size 26

[Updated on: Tue, 03 November 2009 17:01] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 3[message #236637] Tue, 03 November 2009 18:32 Go to previous messageGo to previous message
herb0815

 
Messages:18
Registered:June 2008
I just updated to V43. Somehow I can
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