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Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #257161] Thu, 22 July 2010 16:35 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
6 more items +34 new merges -> leg rigs for Ca/Ca, Ca/Ca/GR, Ca/Ca/SU, Ca/Ca/GR/GR, Ca/Ca/GR/SU and Ca/Ca/SU/SU.


Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #257162] Thu, 22 July 2010 16:36 Go to previous messageGo to next message
Logisteric

 
Messages:3248
Registered:December 2008
Location: B
i'll take two of those cacasulus (whatever they are)
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #257163] Thu, 22 July 2010 16:37 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Ca/Ca/SU/SU -> Canteen/Canteen/small utility/small utility.


Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #257164] Thu, 22 July 2010 16:44 Go to previous messageGo to next message
Gorro der GrĂ¼ne

 
Messages:1469
Registered:March 2009
Location: Broadwurschd-City
i prefer CaCaGrGr
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #257169] Thu, 22 July 2010 17:03 Go to previous messageGo to next message
K0ukku

 
Messages:188
Registered:December 2009
About M202A2 Flash. Well, overkill and overkill. You can have now the swedish Gustaf with Napalm rockets, what prevents you buying that and keeping four rockets with ya? M202A2 is just way cooler. And if you dont like to use it, it isn't mandatory to use it.

I know many ppl who play the end-game with almost only sniper weapons, which is pretty efficient, but boring in my opinion. I like to use all kinds of weapons for different purposes. M202A2 would just add some color to the weapon selection. I'm most excited about the CheyTac Intervention of the recent weapon additions.

Five new 5,56mmx45mm assault rifles? Cool!

A new, special rocket launcher? Awesome!

edit: And it would add some roleplaying element, if you wanna react Commando when you breach into the Deidranna's Lair ... Wink

[Updated on: Thu, 22 July 2010 17:15] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #257172] Thu, 22 July 2010 17:22 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3698
Registered:July 2009
Quote:
You can have now the swedish Gustaf with Napalm rockets, what prevents you buying that and keeping four rockets with ya?

The difference is, first a loaded M202 is 12kg, Carl Gustaf + 4 Napal rockets amounts to a total of 22.9kg (nearly twice the weight, the 4 rockets alone are 14.4kg total)
Second, 60AP to reload the CG against firing 4 rockets before reloading the M202.

But then again, there is stuff like the MGL140 with 6 napalm grenades, or even worse, a 3rd burst of 40mm napalm delivered by one of the metal storm launchers and don't forget the infernal sea of fire created by the 60mm incendiary shells. Can something be bigger overkill than those?



Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #257174] Thu, 22 July 2010 17:26 Go to previous messageGo to next message
K0ukku

 
Messages:188
Registered:December 2009
True, true. Do the MGL-140 have napalm grenadesin AIM mod? Very Happy

The mortar incendiary sea of fire is a bit overkill imho, it would be still very useful if it was some what smaller...
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #257175] Thu, 22 July 2010 17:29 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3698
Registered:July 2009
K0ukku
True, true. Do the MGL-140 have napalm grenadesin AIM mod? Very Happy

Yep, thinking about it, all this stuff kinda lets the actual flamethrower look like a toy...


Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #257176] Thu, 22 July 2010 17:38 Go to previous messageGo to next message
K0ukku

 
Messages:188
Registered:December 2009
Actually I havent even tried the flamethrower. In 21st century it is kind of a toy in real life...
But still I like that the flamethrower greets me when I open the heavy weapons page in Bobby... some day I will order it
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #257178] Thu, 22 July 2010 18:05 Go to previous messageGo to next message
Jinxed

 
Messages:238
Registered:October 2008
Location: Land of Skanks and Cottag...
@logi

The jeep.zip I used before just didn't work. There was nothing in that garage. I just tried the zip you posted now and there is a crazy multicolored guy where the jeep is supposed to be.

This is weird. Played around with the dat xlm options in the ini and now there is nothing there anymore.

[Updated on: Thu, 22 July 2010 18:24] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #257181] Thu, 22 July 2010 18:26 Go to previous messageGo to next message
Logisteric

 
Messages:3248
Registered:December 2008
Location: B
it is the same zip - that crazy multicoloured guy is your jeep (id est the map says there is a not defined person)

what exactly did you play around? didn't you say it worked?
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #257183] Thu, 22 July 2010 18:32 Go to previous messageGo to next message
Jinxed

 
Messages:238
Registered:October 2008
Location: Land of Skanks and Cottag...
That was ages ago mate when I didn't use STOMP.


USE_DIFFICULTY_BASED_PROF_DAT = FALSE
READ_PROFILE_DATA_FROM_XML = TRUE
WRITE_PROFILE_DATA_TO_XML = FALSE

ok so, without stomp it works.

Then with stomp nothing.

I copied the zip you posted in this thread and that resulted in the colored guy. Then I changed WRITE_PROFILE_DATA_TO_XML = FALSE to true and he dissparead. And not I changed it back and he's still missing.
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #257184] Thu, 22 July 2010 18:38 Go to previous messageGo to next message
Logisteric

 
Messages:3248
Registered:December 2008
Location: B
read profile data from xml has to be set to false - there is no jeep in that xml
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #257185] Thu, 22 July 2010 18:43 Go to previous messageGo to next message
Jinxed

 
Messages:238
Registered:October 2008
Location: Land of Skanks and Cottag...
Exactly my point, without that the skills from stomp will not work as all of them are in mercprofiles.xml

so maybe I should be talking to sandro to add it to the xml?
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #257186] Thu, 22 July 2010 18:45 Go to previous messageGo to next message
silversurfer

 
Messages:2800
Registered:May 2009
@Logisteric

He is playing with STOMP and that requires the data from the XMLs.

But that's no problem!

  • 1. Use the prof.dat Logisteric uploaded
  • 2. Edit MercProfiles.xml and replace the part for uiIndex 164 with this data:

    	
    		164
    		Jeep
    		Jeep
    		164
    		0
    		0
    		0
    		0
    		0
    		0
    		3000
    		2000
    		GREENPANTS
    		BROWNVEST
    		PINKSKIN
    		BLONDHEAD
    		0
    		27
    		0
    		0   
    		0
    		0
    		7
    		101
    		0
    		100
    		100
    		1
    		1
    		1
    		1
    		0
    		0
    		1
    		0
    		0
    		1
    		0
    		0
    		0
    		0
    		0
    		0
    		-1
    		-1
    		-1
    		-1
    		-1
    		-1
    		0
    		-1
    		0
    		-1
    		0
    		-1
    		0
    		-1
    		0
    		-1
    		0
    		-1
    		0
    		0
    		0
    		0
    		0
    		0
    		0
    		-1
    		-1
    		0
    		0
    		0
    		0
    		0
    	
    

Now you should find this:

http://img808.imageshack.us/img808/9456/screen031.th.jpg

Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #257187] Thu, 22 July 2010 18:48 Go to previous messageGo to next message
Logisteric

 
Messages:3248
Registered:December 2008
Location: B
silversurfer
@Logisteric

He is playing with STOMP and that requires the data from the XMLs.

But that's no problem!



i never tried stomp - i use profex for my mod for completely different reasons Razz
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #257193] Thu, 22 July 2010 19:44 Go to previous messageGo to next message
Jinxed

 
Messages:238
Registered:October 2008
Location: Land of Skanks and Cottag...
Cheers buddy.
Re: Alpha_Item_Mod_for_WF6.06 Part 4[message #257204] Thu, 22 July 2010 21:31 Go to previous message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
This thread can be locked. New thread can be found here.


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