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Alpha_Item_Mod_for_WF6.06 Part 6[message #261050] Mon, 30 August 2010 15:35 Go to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Wow... last thread filled up pretty quick...

Thread 5 can be found here (also contains links to the older threads if you want to browse how AIM developed into what it is today...).




http://img291.imageshack.us/img291/1867/aimstart.gif




AIM-NAS FAQ


Latest Version: AIMNAS V7 and mapupdate

Download the AIM-NAS single-click-installer made by Tais from here.

If you only want the Update to AIM-NAS V7, that can be found on my skydrive as usual (download link in my signature). The files in there can just be copied over the data from the SCI.

The mapupdate I worked on the last week requires AIMNAS V7. The mapupdate is included in the Single Click Installer. There were several changes to some maps and I added a treasure hunt map for old JA1 fans.


The exe in Tais SCI could be a little bit screwed up as well (enemies wearing Spectra Armour in Omerta and such...). The exe version I currently use is like 3 days older and does not have that screw up. It can also be found on my skydrive (simply called ja2.7z).


Also, try to read this thread (and yeah, maybe thread 5 as well...) before posting any questions that might have been already asked. I think I answered some questions more than once already...


AIM-NAS is still in development, consider it still in beta-testing (though the name obviously translates in to Alpha Item Mod - New Attachment System, I guess that the item mod has left Alpha stage... but BIM sounds a bit silly, doesn't it...).

Anyways... AIM-NAS includes more than just a ton of cool stuff, it also contains a selection of starting gear kits for A.I.M. mercs (made possible through the great work Tais did on New Starting Gear Interface) and updated skills and traits for usage wih STOMP.

The ini file in the SCI and the AIM-NAS files is specifically for usage with NAS, HAM, NSGI and STOMP. If you want to change stuff in there, do so at own risk (well, yeah, the M.E.R.C. available on day should probably be changed back to FALSE...).

What else... uhm... well, just read the thread or feel free to ask about stuff.

Also feel free to visit me in the Bearspit IRC channel, I'm usually there...


For guys that don't won't to use NAS (shame on you), check out the older FAQ for the last AIM version I made in the older threads linked above.

[Updated on: Mon, 30 August 2010 16:21] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261051] Mon, 30 August 2010 15:39 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Merge List for AIMNAS:

Last Update: 07.09.2010

Guns:

- EBR Stock + M14/M21/M1 Garand/[color:#FF0000]Mini-14/AC-556[/color] = M14EBR / M21 EBR / M1 Garand EBR /[color:#FF0000]Mini-14 EBR /AC-556 EBR[/color]
- Improvised Conversion Kit + SVU = SVU-A
- Improvised Conversion Kit + M1 Carbine = M2 Carbine
- Improvised Conversion Kit + Ruger Mini-14 = Ruger AC-556
- Improvised Conversion Kit + Ruger Mini-30 = Ruger AC-762
- Improvised Conversion Kit + Calico M-900 = Calico M-900A
- SCAR Barrels + SCAR variant = other SCAR variant (depends on Heavy and Light version which barrels are interchangeable... the L will accept the 6.8mm, the H will accept the WP barrels)
- HK Rails + several HK guns versions = MP5// G36 //G11//CAWS RAS versions
- G36 Grip/Optics + G36 versions // G11 // CAWS = G36 //G11//CAWS regular versions
- AK Conversion Kit + SKS // and several AK-variants = Tactical version of the gun
- upper receiver kits for M4 variants = other variant (works with .50 Beowulf, AR57, M4A1, M4A3, Whisper Kitty, SEAL Recon Rifle)
- M16A4 Conversion Kit + M16A4 = DMR variant of the M16
- AUG Barrels + AUG = other AUG variant
- Fixed Telescopic Optics + AUG RAS variants/P90 RAS/CAWS RAS/G11 RAS = basic variant of the gun
- Rail Kit large + basic AUG variants = RAS version
- Rail Kit small + P90 = P90 RAS
- HK416 Barrels + Hk416 variant = other HK416 variant
- HK417 Barrels + HK417 variant = other HK417 variant
- Blaser R93 Barrels + Blaser R93 variant = other Blaser variant

A note on gun merges: Make sure, that you take off all attachments and unload the gun before changing barrels//adding rails. Otherwise your stuff might disappear. Tried this with a conversion of AR57 into beowulf, my 50 rnd 5.7 mag just vanished (probably because there was no room to drop the mag, the other way round with a loaded beowulf worked flawless, the mag was put into a small pocket and all attachments stayed on the gun). Might be however, that this is changed with NAS.


Armour:

Major change: Most armour can't be repaired anymore (there are some exceptions), instead you'll need Compound-18 // Compound-20.

- C18 Upgrade Kits + various Armour pieces = treated Armour
- C20 Upgrade Kits + various Armour pieces = coated Armour
- C18 + regular or C-18 armour = repairs the armour
- C20 + a C-20 armour // EOD // Dragonskin // KAZAK-6 = repairs the armour
- C20 + titanium plate = repairs the plate

- Upgrade Kits + various armor = appropriate upgraded armor (Stealth Kit only works with Kevlar)
- Dragonskin + Camo Uniforms = Camo Dragonskin


Attachments:


No more Aiming modules in AIM-NAS, as those are basically no longer needed...

- Aluminium Rod + Spring = Rod&Spring
- Steel Tube + Duct Tape + Quick Glue = Gun Barrel Extender

- Duct Tape // Quick Glue + any attachment = mod. version (needed for further merging or as inseperable item that will stick to a gun permanently)

- Tact. Flashlight + Rifle Lam = Rifle-LAM&Flashlight Combo
- Reddot LAM + Reflex Sight = Reddot LAM&Reflex Sight Combo
- Reddot LAM + Sight Mark Reflex Sight = Reddot LAM&SMR Combo
- Foregrip + Tac. Flashlight = Griplight

No glue merges:

- Burris AR scope + Burris Speeddot = Aiming Module SDA
- AN/PVS NV scope + Burris Speeddot = Aiming Module SDNV

AIM SDA: Burris Speeddot, Burris AR
AIM SAR: Burris Speeddot, Burris AR, Reddot

[color:#FF0000]Trigger Group 2 + Copper Wire = T.G. 3 + Pack of Gum
Trigger Group 4 + Copper Wire = T.G. 3 + Rubber Band

Trigger Group 2 + Rubber Band = T.G. 4 + Pack of Gum
Trigger Group 3 + Rubber Band = T.G. 4 + Copper Wire

Trigger Group 3 + Pack of Gum = T.G. 2 + Copper Wire
Trigger Group 4 + Pack of Gum = T.G. 2 + Rubber Band[/color]


required as components for explosives//mines:


- Tank of Gas + Oil = Gasoline-Oil Mix
- Bottle of Alcohol + Oil = Alcohol-Oil Mix
- Glass Jar + Marbles = Jar with Marbles
- Detonator + Flare = modified Flare
- Detonator + Walkman = modified Walkman
- Detonator + Steeltube = Steel Tube with Primer


Explosives:

- various Grenades//Molotov Cocktail + Gasoline-Oil Mix = various Eagle Items (basically gas tanks that can be used as explosive devices)
- String//copper wire + mod. Flare = Trip Flare
- String//copper wire + mod. Walkman = Trip Klaxon
- Pack of Gum + Flashbang = Flashbang Mine
- Pack of Gum + Mustard Gas Grenade = Mustard Gas Mine
- Pack of Gum + Tear Gas Grenade = Tear Gas Mine
- Pack of Gum + Smoke Grenade = Smoke Mine
- duct tape//quick glue + detonator = mod. detonator (will stick to a bomb as inseperable attachment)

- Rag + Alcohol-Oil Mix = Molotov Cocktail
- Duct Tape + Flare = taped Flare
- Duct Tape + Alcohol&Oil Mix = taped Alcohol&Oil
- Taped Flare + Alcohol&Oil Mix = Flarebomb (also works if the alcohol is taped or both are taped)

- RDX + TNT = HMX
- RDX + C1 = C4
- RDX + C1 small = C4 small
- C1 + copper wire = 2x C1 small
- C4 + copper wire = 2x C4 small
- shaped charge + shaped sharge = c1 small
- shaped charge + jar with marbels = improvised grenade
- copper Wire + Claymore = mod. Claymore (can be used as a bomb, instead of a mine)
- Gameboy + C1 small = 2x shaped charge
- 2 small charges C1/C4 = C1/C4

- 40mm shell casing + any 40mm grenade = 40mm shell


LBE:

- 40mm VOG Grenade Panel + 40mm VOG grenade Panel = VOG Chest Rig
- Mod. Pouches + Mod. Pouches = Mod. Rigs (there are a lot of possible combinations, just try out what works... doesn't work in all possible combinations yet, might change that later on)

- SAW pouch + LBE Gear = SAW LBE
- mod. triple grenade pouch + LBE Gear//SAW LBE = mod. LBE Gear
- mod. utility + LBE Gear = mod. LBE Gear
- mod. first aid pouch + LBE Gear//SAW LBE = mod. LBE Gear

(the LBE Gear//SAW LBE gear can be upgraded until all pocket slots are used)

- 40mm Grenade Rig + 40mm Grenade Rig = 40mm Grenade Panel

- Pouch Straps + several mod. Pouches will seperate the pouches (also works on vests modified with the following merge)

- Belt Type LBE + one of the following vests: Hunter Vest, Biggame Hunter Vest, AK Chest Rig, M23 Chest Rig, Police Utility Vest or Sniper Jacket = modified version


Misc:

- Fumble Pack + x-Ray Tube + Pack of Gum = X-Ray Device
- Display Unit + X-Ray Device = X-Ray Detector
- LameBoy Display + Copper Wire = Display Unit
- Gameboy + Copper Wire = LameBoy Display
- Platinum Watch + Copper Wire = Detonator

- Various Clothing + various Knives = Rag
- Rubber band + various Knives = Mod. Pouch Set Straps

- Canteen + Cigars = Woodland Camo Kit
- Canteen + Cuban Cigars = Desert Camo Kit

- String + Soda Can = Soda can with String
- Batteries + Detonator = Remote Detonator

- Woodland Camo Kit + Rag + Rubber Band//String = Ghillie Kit Woodland
- Desert Camo Kit + Rag + Rubber Band//String = Ghillie Kit Desert

Combine Merges:

First Aid Kit
medical Kit
Tool Kit
Locksmith Kit
Camo Kits
Alcohol
Wine
Beer
Tank of Gas
20mm Clips
25mm Clips
40mm Cylinder
43mm Grenades
DM 13 Signal Magazine
Compound 18
Compound 20

[Updated on: Tue, 07 September 2010 19:43] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261052] Mon, 30 August 2010 15:40 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Guide to Pocket sizes used

Also new are changes to the item sizes. Those changes probably won't matter in game, it's more a behind the scenes thing... anyways here is the list for item sizes currently used (it's a bit different to the list posted in the Thread 3):

34: ammo crates, ammo donkeys, full back packs (no more stuffing them into other back packs, or overloading vehicles)
33: Gas Tanks, full vests and full combat packs
32: Tool kit, conversion kits, heads, empty backpacks
31: Armour (vests and pants), LBE vests, combat packs, full thigh packs & belts
30: Helmets, thigh packs, belts, armour conversion kits
29: Rockets (RPG and Carl-Custaf)
28: 60mm shells
27: 43mm grenades, 40mm cylinders (No longer in use in AIM-NAS... might replace this with a different thing... dunno yet).
26: 40mm grenades & shells
25: 20mm, 25mm and 40mm metalstorm clips, trip mines (the ones made from large grenades)
24: 12g shells (12) (tried them at size 19, but that led to awkward situations with other item sizes, and as 24 was empty, I decided to avoid that)
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, bloodcat pelt, flamethrower tank
20: drum mags, claymore, large attachments (like aiming modules, aimpointer, etc), ammo boxes, mostly bigger stuff that would fit a medium pocket, but not a misc pocket (like headsets, bigger gas masks)
19: large handgrenades, glass jars, emergency flare
18: large mags, medium attachments (larger scopes, medium sized lasers, small aiming modules, etc), large knives, TNT/HMX, landmine
17: sniper mags, gas mask, NVG I&II, sun goggles (yeah, should be smaller, but i think it's more convenient this way... if they were smaller more than 1 would fit a medium pocket which would make outfitting kind of annoying, especially if you don't fix them to a helmet) first aid kit, large C1 & C4, most binoculars, other stuff that needs at least a misc pocket to be stored
16: AR mags
15: SMG mags, various smaller stuff (like T-shirts, rod&spring)
14: speedloader, regular grenades, stones, small attachments, soda can, , Compound 18/20
13: short rifle mags, small C4&C1 (stuff that needs at least a small pocket)

These items will fit a tiny pocket:
12: pistol mags
11: small pistol mags, small grenades, throwing knives
10: tiny stuff (keys, money, marbles, etc...), tiny grenades (V40), shuriken

9-0: guns in varying sizes (also includes LAWs, swords, spades, crowbar)


I tried to make sizes 5-9 matter more (the gun sling will take all guns size 4 and up, but combat pack gun sling will not take size 8 and 9, size 5 and 6 can be stacked in vehicles, etc... only small changes, but the sizes 5-9 felt too much the same)

In order to make M67, RGN and RGO handgrendes usefull again, they now have size 11 (wheras HG85 has size 12... that means with certain pockets you'll be able to carry one more of the smaller grenades, I felt this was necessary, as the HG85 is strictly better than the other 3 grenades and I found myself only using HG85s and completely ignoring the other mini grenades...)

[Updated on: Mon, 30 August 2010 15:43] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261054] Mon, 30 August 2010 15:42 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Gun List for AIMNAS sorted by calibre.


Update: 30.08.2010

.22 LR
- American-180
- Armalite AR-7 Survival Rifle
- Calico M-100
- Hi-Standard HDM
- Ruger 10/22

.38 SPC
- S&W Model 64
- S&W Chiefs Special
- Owen .38 SMG

.357
- Barracuda
- Colt Python
- Desert Eagle .357
- Manurhin MR-73
- Manurhin MR-96
- Modified EMF Hartford 6 Shooter
- Puma .357

.40S&W
- Beretta 96FS Brigadier
- Beretta Cx4 Storm
- CZ-75B
- FN Browning HP-35 .40
- FN Forty-Nine
- HK MP5/40A3
- HK MP5/40A3 RAS
- HK USP
- MP-445 Varjag
- SIG P226 .40
- SIG P226 SAS .40
- SIG Pro
- Springfield XD

.44
- Colt Anaconda
- Desert Eagle .44
- Ruger Redhawk
- S&W M29
- S&W M29 Satan
- Taurus Raging Bull 444
- Winchester 94 Trapper

.45ACP
- Colt High Capacity M1911A1
- Colt M1911A1
- Colt SMG .45
[color:#FF0000]- Colt SMG .45 RAS[/color] will be in V10
- DeLisle Carbine
- FN FNP-45
- HK Mark 23 SOCOm
- HK UMP45
- Ingram M10
- Kriss Super V
- MPA .45 Carbine
- Owen .45
- Thompson M1928
- Thompson M1A1

.45 WM
- Automag IV
- LAR Grizzly .45 WM
- Wildey Survivor

.454 Casull
- Thompson Contender Encore
- Ruger Redhawk Alaskan
- Fr. Arms M83 Premier Grade
- Puma .454

.50AE
- Armalon Pistol Carbine
- Automag V
- Desert Eagle .50AE
- LAR Grizzly .50AE

9x18
- AEK-919K Kashtan
- Bizon PP-19
- Makarov PM
- Makarov PMM
- OTs 33 Pernach
- PP-93
- Skorpion vz. 82
- Stechkin APS

9x19
- Agram 2000
- Beretta 92F
- Beretta 92FS
- Beretta 93R
- Beretta M12
- Calico M-950
- Calico M-900
- Calico M-900A
- Calico M-960A
- Carl Gustaf M/45B
- Cobray M11/9
- Colt 9mm SMG
[color:#FF0000]- Colt SMG 9mm RAS[/color] will be in V10
- Erma MP40
- FAMAE Mini SAF
- FAMAE SAF
- FAMAE SAF Silenciada
- FN BDA 9
- FN Browning HP-35
- FN Pro-9
- Glock 17
- Glock 18
- Glock 19
- HK MP5KA4
- HK MP5A4
- HK MP5A4 RAS
- HK MP5SD5
- HK MP5SD5 RAS
- HK MP5N
- HK MP5N RAS
- HK P7M8
- HK UMP9
- IMI Micro-Uzi
- IMI Mini-Uzi
- IMI Uzi
- Jati-Matic GG-95 PDW
- KP M/31 Suomi
- MAB PA-15
- MAT-49
- MP-443 Grach
- MP-446 Viking
- P-08 Parabellum
- PP-19-01 Vityaz
- PP-90 M1
- SIG MP41/44
- SIG P210
- SIG P226R
- SIG P226 SAS
- SIG P229R
- SIG P239 SAS
- Skorpion EVO III
- Spectre M4
- Sphinx 3000
- Sterling L2A3
- Steyr AUG Para
- Steyr AUG Para RAS
- Steyr TMP
- VIS-35
- Walther MPL
- Walther P99

9x21
- SR-1 Gyurza
- SR-2 Veresk

7.62x25
- Bizon 2-07
- CZ-52
- OTs 39
- PPsh-41
- SA-24
- Tokarev TT-33
- Type 85

5.45x18
- PSM
[color:#FF0000]- OTs 23 Drotik[/color] will be in next version

10mm Auto
- Bren Ten
- Colt Delta Elite
- HK MP5/10A3
- HK MP5/10A3 RAS
- Colt PDW 10mm

5.7x28
- AR57 6" Silenced
- AR57 11"
- AR57 16"
- FN Five-Seven
- FN P90
- FN P90 RAS

4.6x30
- HK MP7 PDW
- HK MP7A1
- HK UCP


12 gauge
- AA-12 CQB
- Akdal MKA 1919
- Baikal MP-133
- Baikal MP-233B
- Benelli M3 Convertible
- Benelli M4 Super 90
- Fabram FP6
- Fabram SDASS
- Ithaca Model 37
- Jackhammer Mk3A1
- Neostead
- Remington M870
[color:#FF0000]- Remington 870 SPM[/color] new in V12
- Saiga 12k
- Sawed-off
- Spas-12
- Spas-15
- Street Sweeper
- Super Shorty
- USAS-12
- Vepr 12

CAWS
- HK CAWS
- HK CAWS RAS
- HK CAWS ACOG
[color:#FF0000]- Olin CS[/color] new in V8

.30 carbine
- HEZI SM-1
- IMI Magal
- M1 Carbine
- M2 Carbine


6x35
- KAC PDW
- Magpul PDR

5.45x39
- AEK-971
- AK-74
- AK-74M
- AK-105
- AK-107
- AKS-74
- AKS-74 Tactical
- AKS-74U
- AKS-74U Tactical
- AN-94 Abakan
- RPK-74
- S&W M&P15R

[color:#FF0000]5.56x30[/color] New in V11
[color:#FF0000]- MSMC
- MINSAS[/color]

5.56x45
- AICW
- AK-101
- AK-102
- AK-108
- Ares M4 Shrike
- Beretta AR-70/90
- CETME Ameli
- CMMG 7.3
- Colt M16A1
[color:#FF0000]- Colt M16A2[/color] replaces the M16A4 in V10 the M16A4 will be a seperate item
[color:#FF0000]- Colt M16A2E1[/color] (RAS version of the M16A2) will be in V10
- Colt M16A4 SAM-R
- Colt M4 Commando
- Colt M4A1
[color:#FF0000]- Colt M4 MWS[/color] (RAS version of the M4A1) will be in V10
[color:#FF0000]- Colt Mk18 mod0[/color] (CQB variant of the M4A1)
- Colt XM177-E1
- ColtCanada C7CT
- Diemaco C7A2
- FAMAS G2
- FN F2000
- FN FNC
- FN Minimi (M249 SAW)
- FN Minimi SPW
- FN SCAR-L CQB
- FN SCAR-L SV
- HK 23E
- HK 33KE
- HK 416 10"
- HK 416 14"
- HK 416 16"
- HK 416 20"
- HK 53A3
- HK G36
- HK G36 RAS
- HK G36C
- HK G36K
- HK G36K RAS
- HK G41A2
- HK MG36
- HK MG36 RAS
- HK MG43
- HK SL6
- HK SL8
- HK SL8 RAS
- IMI Galil SAR
- IMI Micro Galil
- IMI Negev
- INSAS
- L85A2
- L86A2
- Noveske N4 Diplomat
- Noveske N4 Complete
- OA-93
- QBZ-97
- Ruger AC-556
[color:#FF0000]- Ruger AC-556 EBR[/color] will be in next version
- Ruger Mini-14
[color:#FF0000]- Ruger Mini-14 EBR[/color] will be in next version
- SAR 21
- SEAL Recon Rifle
- SIG SG540
- SIG SG550
- SIG SG551 SWAT
- SIG SG552 Commando
- Steyr AUG-A1
- Steyr AUG-A2
- Steyr AUG-A2 CQB
- Steyr AUG-A2 RAS
- Steyr AUG-A2 RAS CQB
- Steyr AUG Hbar
- Steyr AUG Hbar RAS
- Tavor TAR 21
- Ultimax
- Valmet M82
- XM-29 OICW
- XM-8 Automatic
- XM-8 Baseline
- XM-8 Compact
- XM-8 Sharpshooter

6.8 SPC
- Barrett M468
- Bushmaster M4A3
[color:#FF0000]- Bushmaster M4A3[/color] RAS will be in V10
- FN SCAR-68 CQC
- FN SCAR-68 SV
- Noveske N4 XPR
- Robarms XCR-1
- Steyr AUG-A3

7.62x39
- AEK-973
- AEK-973S
- AK-103
- AK-104
- AK-47
- AKS-47
- AKM
- AKM Tactical
- AKMS
- AKMSU
- AMD-65M
- FN SCAR-WP CQC
- FN SCAR-WP
- Groza OC-14
- KAC SR-47
- RPD
- RPK
- Ruger AC-762
- Ruger Mini-30
- SA vz. 58
- SKS
- SKS Tactical
- Tabuk DMR
- Valmet M76

7.62x37
- HK SL9SD
- Whisper Kitty

7.62x51
- Beretta M501
- Blaser R93 7.62
- CETME Modelo C
- CZ 700
- Desert Tactical Arms SRS
- FN FAL
- FN FAL Carbine
- FN FAL OSW
- FN MAG
- FN SCAR-H CQC
- FN SCAR-H SV
- FR-F2
- FR Ordnance MC51
- HK 21E
- HK 417 12"
- HK 417 16"
- HK 417 20"
- HK G3A3
- HK G3KA4
- HK MSG90A1
- HK PSG1
- IMI Galil AR
- IMI Galil Sniper
- Knight SR-25
- L1A1 SLR
- M14
- M14 EBR
- M21 EBR
- M21 Tactical
- M24
- M40A1
- M60E3
- Molot Vepr
- Noveske N4 Leonidas
- Parker Hale M82
- Rheinmetall MG3
- Sako TRG-22
- SIG SG542
- Steyr Scout Tactical
- Steyr SSG-P1
- Zastava M76

7.62x54R
- Dragunov SVD
- Dragunov SVDS
- Dragunov SVU
- Dragunov SVU-A
- FN SCAR-WP Sniper
- Mosin-Nagant M1891/30
- OTs 48K
- Pecheneg
- PKM
- Simonov AVS-36
- SV-98

7.92x57
- Mauser Karabiner 98k
- Mauser M-03

.30-06
- Blaser R93 .30-06
- Browning BAR Mk. II Hunting Rifle
- Browning M1919 A6
- M1 Garand
- M1 Garand EBR
- M1918A2 BAR
- Remington Model 710
- Springfield M1903A4

[color:#FF0000].303 British
- SMLE No 5 MK.1 Jungle Carbine
- SMLE No 4 MK.1 [/color] (the No. 4 isn't yet in the latest version, but will be in the next one)
[color:#FF0000]- Bren LMG[/color]

9x39
- AK-9
- AS Val
- Groza OC-14-4A-01
- Vikhr SR-3 Compact
- VSk-94
- VSS Vintorez

4.7x33
- HK G11
- HK G11 RAS
- HK G11 RAS
- HK G11 PDW

.50 Beowulf
- Automag III Custom
- .50 Beowulf Rifle
[color:#FF0000]- .50 Beowulf RAS [/color]

.300 WM
- Benelli R-1
- Blaser R93 LRS2
[color:#FF0000]- Gressar [/color]
- S&O Shorty
- Walther WA2000

.338 Lapua
- AI AWM
- Barrett M98
- DSR-1
- Erma SR-100
- Sako TRG 42

.408
- CheyTac Intervention M200
[color:#FF0000]- Lobaev SVL[/color] New in V7

.50 BMG
- Barrett M82A1
- Barrett M82A2
- Gepard M6 Lynx
- McMillan TAC-50
- PGM Ultima Ratio Hecate II

12.7x108
- Gepard M2
- KSVK
- OSV-96
- V-94

12.7 sub
- VSSK Vychlop

.470 Nitro Express
- Krieghoff Elephant Gun

other stuff (a.k.a calibres that have only one gun or are exotic//special enough to be put into one mish-mash category)
- Flamethrower
- crossbow
- rocket rifle
- auto rocket rifle
- dart gun
- dart rifle
- U-94S UDAR
- Metalstorm Surf Zone
- Steyr ACR

[Updated on: Wed, 03 November 2010 16:34] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261055] Mon, 30 August 2010 15:49 Go to previous messageGo to next message
tais

 
Messages:669
Registered:February 2008
Location: NL
fipo!!

Very Happy


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261061] Mon, 30 August 2010 18:13 Go to previous messageGo to next message
GMV

 
Messages:80
Registered:August 2010
Location: The Netherlands
Dare I ask if you (Smeagol) and Tais (for his one click install) will integrate (some parts of) IoV with AIM; like a mega item mod?
Ideas like the anti-explosives suit or bajonet (when they will work) of IoV sound nice, but your upgrade kits of guns and modifications (like molotov cocktail and flamethrower) are freaking neat.
That will be my last post for a while, I'll first continue my current game, before I update it all again and start a new one.

[Updated on: Mon, 30 August 2010 18:15] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261065] Mon, 30 August 2010 18:33 Go to previous messageGo to next message
tais

 
Messages:669
Registered:February 2008
Location: NL
well smeagol is still the person who decides what goes into AIM.. if you dont like it fork it Razz


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261066] Mon, 30 August 2010 18:35 Go to previous messageGo to next message
Gorro der GrĂ¼ne

 
Messages:1465
Registered:March 2009
Location: Broadwurschd-City
Are U nuts? Since when is it of any sense to bring competitors together, without having a marvelous force?


Edith: @ ze Tschatt: "zoz dadsch kahnd broberInglisch"

[Updated on: Mon, 30 August 2010 18:49] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261067] Mon, 30 August 2010 18:41 Go to previous messageGo to next message
reVurt

 
Messages:61
Registered:March 2007
Location: The Great White North, eh...
A tip of the hat to both smeagol and Tais for all your hard work on this, as this mod is pretty damn awesome and I can't stop playing it. Thank you so much for this!

A couple of possible minor bugs: You've listed above compound-18 is supposed to have a combine merge, but this doesn't work for me. Also, I can't seem to get the foregrip and tactical flashlight to merge into a griplight, and am unsure whether this is because I'm an idiot or because of a bug. (When I try to add one as an attachment to the other in any of the four attachment boxes, the game tells me to bugger off, so to speak.)

Thanks again!
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261068] Mon, 30 August 2010 18:44 Go to previous messageGo to next message
Logisteric

 
Messages:3233
Registered:December 2008
Location: B
well, it's definately not a bug, so ...

you have to adjust duct-tape or quickclue to one of them - what'ya mean with that c-18 stuff?
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261069] Mon, 30 August 2010 18:46 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
reVurt
A tip of the hat to both smeagol and Tais for all your hard work on this, as this mod is pretty damn awesome and I can't stop playing it. Thank you so much for this!

A couple of possible minor bugs: You've listed above compound-18 is supposed to have a combine merge, but this doesn't work for me. Also, I can't seem to get the foregrip and tactical flashlight to merge into a griplight, and am unsure whether this is because I'm an idiot or because of a bug. (When I try to add one as an attachment to the other in any of the four attachment boxes, the game tells me to bugger off, so to speak.)

Thanks again!


C-18 is used to repair damaged armour. Some kinds of armour can be transformed with this into C-18 versions (Flak Vest and Leather Jacket). All other armour requires an upgrade kit.


I think the griplight and flashlight combo only works if one of them is a mod. version of the attachment (you need either duct tape or quick glue to make a regular attachment a mod. version).

Mod. versions of attachments can also be used to "glue" attachments to a gun (read as: make the attachment inseperable and thus not get removed by shift+F in tactical view).

Quote:
Dare I ask if you (Smeagol) and Tais (for his one click install) will integrate (some parts of) IoV with AIM; like a mega item mod?
Ideas like the anti-explosives suit or bajonet (when they will work) of IoV sound nice, but your upgrade kits of guns and modifications (like molotov cocktail and flamethrower) are freaking neat.
That will be my last post for a while, I'll first continue my current game, before I update it all again and start a new one.


Hybrid of IoV and AIMNAS ain't possible, as both are XML based item mods. You simply can't have both at the same time...

[Updated on: Mon, 30 August 2010 18:48] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261075] Mon, 30 August 2010 19:42 Go to previous messageGo to next message
reVurt

 
Messages:61
Registered:March 2007
Location: The Great White North, eh...
Logisteric
you have to adjust duct-tape or quickclue to one of them - what'ya mean with that c-18 stuff?


Didn't know about the duct tape/quick glue, thanks!

I was under the impression that a combine merge was where, for example, you combine two half-filled tanks of gas into one that's full. Or two partially used tool kits, or canteens, etc. Similarly, if the intent was to be able to take two used cans of C-18 and merge them into one full one, then at the moment that doesn't work.
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261079] Mon, 30 August 2010 20:06 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
reVurt
I was under the impression that a combine merge was where, for example, you combine two half-filled tanks of gas into one that's full. Or two partially used tool kits, or canteens, etc. Similarly, if the intent was to be able to take two used cans of C-18 and merge them into one full one, then at the moment that doesn't work.



Ah. Yeah, that is quite possible that it doesn't work. Didn't check all combine merges. Thanks for reporting, once I'm motivated I'll check it out...


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261082] Mon, 30 August 2010 20:17 Go to previous messageGo to next message
GMV

 
Messages:80
Registered:August 2010
Location: The Netherlands
smeagol

Quote:
Dare I ask if you (Smeagol) and Tais (for his one click install) will integrate (some parts of) IoV with AIM; like a mega item mod?
Ideas like the anti-explosives suit or bajonet (when they will work) of IoV sound nice, but your upgrade kits of guns and modifications (like molotov cocktail and flamethrower) are freaking neat.
That will be my last post for a while, I'll first continue my current game, before I update it all again and start a new one.


Hybrid of IoV and AIMNAS ain't possible, as both are XML based item mods. You simply can't have both at the same time...


Okay, this will be the last post before I update than, but just to let you know I'll stick with AIM Wink
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261085] Mon, 30 August 2010 20:25 Go to previous messageGo to next message
Luppolo

 
Messages:151
Registered:July 2009
apparently in desert sam site there is a grand total of 65430 rounds of 9mm ap and tracer (v7 and last map update)

http://j.imagehost.org/t/0340/Untitled-3.jpg

[Updated on: Mon, 30 August 2010 20:28] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261086] Mon, 30 August 2010 20:38 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Ay caramba.


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261089] Mon, 30 August 2010 21:32 Go to previous messageGo to next message
Luppolo

 
Messages:151
Registered:July 2009
as soon the enemy is aware of you half orta underground blows up, is it intended?
because i really don't get how to reach the rigged place without being noticed

all medals now are worth 1$

[Updated on: Mon, 30 August 2010 21:35] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261091] Mon, 30 August 2010 21:48 Go to previous messageGo to next message
Luppolo

 
Messages:151
Registered:July 2009
Luppolo
apparently in desert sam site there is a grand total of 65430 rounds of 9mm ap and tracer (v7 and last map update)

http://j.imagehost.org/t/0340/Untitled-3.jpg


and the same happens in any map that got 9mm ammo boxes lying around (es. h14)
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261092] Mon, 30 August 2010 21:56 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
I'm on it... don't know if it's an xml problem, or a map problem.

Medals, no, clue...


Orta basement is tough. You need to be very quick to reach the alarm button and try to stealth kill the first few guys you encounter...


But the problems only happen with ammo boxes, right?

[Updated on: Mon, 30 August 2010 21:58] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261094] Mon, 30 August 2010 22:00 Go to previous messageGo to next message
Logisteric

 
Messages:3233
Registered:December 2008
Location: B
could be map-related - i once was asked by an ugly cheater how to get 3,000 rounds (a whole freaking grate) of 7.62x51 and a fitting gun (g3) into one map - he didn't dare to use it as it weighed tons and were some 27,000 rounds - he sold it to the mob.

could be the same thing - just an idea where to search



Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261095] Mon, 30 August 2010 22:12 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Weird thing is, that the settings in the xml editor appear to be correct, but the 10mm AP and 9mm Tracer ammo boxes indeed have that many rounds.

In the editor you can't set values for the amount of rounds in the boxes. :/


Edit:
At least medals seem to work fine in my game...

okay, the screwed up medals are those placed in maps... the ones dropped by enemies are normal.

[Updated on: Mon, 30 August 2010 22:19] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261096] Mon, 30 August 2010 22:19 Go to previous messageGo to next message
Luppolo

 
Messages:151
Registered:July 2009
it happens only with some 9 mm types, others ammo boxes are fine but still don't get merged in ammo crates
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261099] Mon, 30 August 2010 22:28 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Hmm... you can't merge the ammo boxes?


Somehow the mapeditor reset the value on all medals to 1$. Grmpf.


Edit:
Really strange...

I tested it with ammo boxes from Bobby Ray. They work like intended (you can make crates out of them, even from the 9mm Tracer and the 10mm Auto ones that are screwed up in the map).

Seems to be a problem that the map editor had with placing those items in the maps...

I'll replace them with mags then... :/


Edit:

Okay, I'm on the map updates...
Seems the map editor also replaced the tolerance level for the orta basement explosion. I fixed that.


Seems liek the mapeditor is screwed up somehow... whenever I try to set the tolerance level and reload the map it is again set to 0. Mad

So for the moment, H14 and K4 basement won't have explodinding alarm triggers until this gets fixed...

Okay, I'm on reworking the maps again then... I'll look for the medals and ammo boxes... might even manage to get it done today...

[Updated on: Mon, 30 August 2010 23:43] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261112] Tue, 31 August 2010 00:48 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Just uploaded the fixed maps to my skydrive (including fix for the two civilians in San Mona and the ones in Cambria... I just changed their faction back to none/kingpin).



Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261145] Tue, 31 August 2010 14:12 Go to previous messageGo to next message
K0ukku

 
Messages:188
Registered:December 2009
So is there a way find out, which sector is which terrain type? I would like to know for the camouflage stuff, like different camogear and camo-drabs. Like Chitzena, is it jungle or urban? Does the terrain type alter much in one sector? Like in Sam-site, is the actual site urban, but the jungle terrain around it jungle?

And what was the button for toggling merc's line of sight on/off? I could use that during night operations.

[Updated on: Tue, 31 August 2010 14:13] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261147] Tue, 31 August 2010 14:48 Go to previous messageGo to next message
Luppolo

 
Messages:151
Registered:July 2009
each tile has its own terrain type, es in most road maps the road itself is desert and the surroundings wood, rofftops are urban and so on, it is displayed when you press F
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261171] Tue, 31 August 2010 21:09 Go to previous messageGo to next message
silversurfer

 
Messages:2800
Registered:May 2009
smeagol
Just uploaded the fixed maps to my skydrive (including fix for the two civilians in San Mona and the ones in Cambria... I just changed their faction back to none/kingpin).


Please don't forget to update the mine guards. If you tell me which faction you assign them to I can provide a .edt file.

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261172] Tue, 31 August 2010 21:27 Go to previous messageGo to next message
goc_man

 
Messages:113
Registered:November 2007
Location: Croatia
Fantastic stuff smeagol and Tais! Hands down to you guys.
This is like the best combo of mods for JA2 ever! :super:
Respect to all other modders, who made this possible.

I know AIMNAS is still in beta-testing but I have a few suggestions/questions:

1. Tais, you should post exatcly which INI is what in your SCI. I know the default one is by smeagol, but some info about it would be nice (changes, based on STOMP or HAM, prefernces by smeagol for gameplay or testing only...). The other INIs which are zipped could have some info too.
As far as I understood, the one in Ja2_Options_Default.7z is a default 1.13 (latest SVN) INI with added new settings from mods (STOMP, NAS, NSGI)
The one in the STOMP zip file is the same as the default (non ziped) one.
Anyways, you need to point this stuff out, so people understand. INI settings can change the whole game..duh, but some new players might not know that.

2. Some questions about the default INI:

MINE_INCOME_PERCENTAGE = 150 ?
MERC_LEVEL_UP_SALARY_INCREASE_PERCENTAGE = 50
WHICH_MINE_SHUTS_DOWN = 0
- Why these financial changes? Is it a personal preference, or an improvement to gameplay due to all the new stuff?

INACCURATE_CTH_READOUT = FALSE
- Why deactivate this HAM feature? STOMP for example has this TRUE.

INCREASE_AIMING_COSTS = FALSE
FIRST_AIM_READY_COST_DIVISOR = FALSE
- Same question as above. Although Sandro also doesn't like this...

COVER_SYSTEM_TREE_EFFECTIVENESS = 15 ??? (30 STOMP default)
- is the cover system still broken?

NO_ENEMY_DETECTION_WITHOUT_RECON = FALSE ??
- kinda makes the Scout trait usless...

ATTACHMENT_DROP_RATE = 100 ?
- won't this giva you too much attachments when killing enemies latter on in the game? might break balance

3. Smeagol you should state somwhere that you edited merc traits, and that the original STOMP trait profiles can be found in the STOMP zip file (in the SCI).
Btw, I like your trait changes, nice work.

4. Quote:
The exe in Tais SCI could be a little bit screwed up as well (enemies wearing Spectra Armour in Omerta and such...). The exe version I currently use is like 3 days older and does not have that screw up. It can also be found on my skydrive (simply called ja2.7z).
AFAIK, Tais fixed this, so you should remove this comment not to confuse people

5. I made an alternate INI for use with your SCI.
My aim was to enable some disabled HAM and STOMP options, and to basicaly balance out some stuff I consider important. It's kind of a default approach to HAM and STOMP settings, with some of my tweaks that should make gameplay better for an avarage player.
I didn't change any settings which change the overall campaign difficulty (like [Strategic Enemy AI Settings]), i left these at your defaults (after all, you're the author of the WF & AIM mods, so you know best).
I can post the link to my INI here if you guys approve... Also I could make a Readme file with all my changes and explanations.
Please don't consider this as undermining your work or preferences, but just an alternative.

Alrighty, that's about it.
Keep up the great work. Cheers :cheers:



[Updated on: Wed, 01 September 2010 06:21] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261176] Tue, 31 August 2010 21:51 Go to previous messageGo to next message
KingYufka
Messages:2
Registered:October 2009
Location: -
Got no result when attach a 50. beowulf mag adapter. The mag size is still 10.
Btw, thanks for you work Wink
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261186] Tue, 31 August 2010 23:01 Go to previous messageGo to next message
datakurs

 
Messages:166
Registered:June 2009
Location: Budapest, Hungary
In C5 San Mona when I give a head to Carmen nearby Kingpin guys turn hostile.
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261187] Tue, 31 August 2010 23:08 Go to previous messageGo to next message
Logisteric

 
Messages:3233
Registered:December 2008
Location: B
no connection - san mona is pretty much fucked up on it's own - they may turn hostile whether you do something or not - if you are in that sector (and the mobsters are still allive) save a lot
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261188] Tue, 31 August 2010 23:10 Go to previous messageGo to next message
Luppolo

 
Messages:151
Registered:July 2009
maybe exe related, when i talk to cambria headminer he speaks like they were under my control already, so i don't get any money from them


also father walker doesn't let me complete rebel food quest (talks as usual)


merc got 69 ldr so it isnt the problem
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261189] Tue, 31 August 2010 23:27 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Yufka
Got no result when attach a 50. beowulf mag adapter. The mag size is still 10.
Btw, thanks for you work Wink


Thanks, I'll fix that.



As for all the exe related stuff: not my fault. Sad

Sucks with the headminers and the quests not working properly... I never had problems so far. Also with the father Walker quest, try talking to him with Ira, she can convince him to help right away.


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261205] Wed, 01 September 2010 03:41 Go to previous messageGo to next message
goc_man

 
Messages:113
Registered:November 2007
Location: Croatia
Confirming the bug GMV was talking about (Hans moves so you can see Tony, before you solve the Brenda quest).
A pretty funny situation actually:
I walk in the porn shop, talk to Hans, the argument between him and Brenda goes on normally. I talk to him again, he says that Tony is in the back, moves and goes in the little hallway leading to Tony's room in the back. Hello? I didn't even give Brenda the tape yet... Then Tony comes out of his room and steps by the counter (WTF Tony never leaves his room). I talk to him and he sells guns normally ("The selection this time of year is exellent"). The door to the back is open. I go in and talk to Hans and he says that Tony stepped out for a bit. WTF mate? Are you deaf? I just talked to Tony! Then I give the tape to Brenda, she leaves, in the mean time, Tony walks from the counter to the exit, like he tried to follow Brenda but stops in the middle of the room, like he forgot where he was or something. I go in the back to talk to Hans, and he tanks me for getting rid of Brenda. So now you can hear me, crazy fuck... I go outside to talk to Tony, just to check up on him. He sells stuff as he should, but once I finish buying, he hysterically runs back to his room in the back..???...Then I talk to Hans again, but now he's become a mute, whatever I click (friendly, direct...) nothing happens. Now it's like we never met. Holy shit what a mess up. The punch line is that Brenda turned out to be the only normal person in there. it's like Tony is blind and can't find his room, and Hans is deaf and retarded...LMAO..reminds me of a really funny Monty Pythons sketch)

Anyways, this is the first time I saw such a mess in Hans' shop, so it must be either a new 1.13 beta issue, or something wrong with the map...

EDIT: Forgot to mention I used the latest SCI bv Tais and your latest map updates.

EDIT 2: A suggestion (might have been talked about before, sorry, but can't resist):
I always thought that it was silly that you can steal the Eldorado from Kingpin without any consequences. So...Why not put the Eldorado in a garage, and block the entrance with guards. This way you'd have to trigger a fight with Kinpin's army, and probably kill them all in order to get the car.

EDIT 3: In the merc/sector inventory, when you hover the pointer over a weapon, only a few compatible attachments are taged (lit up, marked with white silhouette, hope you get what I mean). Same goes for the other way around (attachment -> compatible weapons). Is this a NAS issue? I know all the new weapon slots have tooltips of which attachments are compatible, but I miss the mentioned "tag" feature.
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261214] Wed, 01 September 2010 08:38 Go to previous messageGo to next message
GeneralArthur

 
Messages:11
Registered:January 2008
Location: Potchefstroom, South Afri...
Thanks for a wonderful mod Smeagol...you and Tais, along with WarmSteel have done a whole lot of work.! It works like a charm on my side!
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261228] Wed, 01 September 2010 10:55 Go to previous messageGo to next message
tais

 
Messages:669
Registered:February 2008
Location: NL
There's an update for the newmaps update that smeagol made, it's not yet in the SCI...
You should test that and see if it still happens

goc_man

EDIT 3: In the merc/sector inventory, when you hover the pointer over a weapon, only a few compatible attachments are taged (lit up, marked with white silhouette, hope you get what I mean). Same goes for the other way around (attachment -> compatible weapons). Is this a NAS issue? I know all the new weapon slots have tooltips of which attachments are compatible, but I miss the mentioned "tag" feature.


i had the same problem in the sector inventory, items that should be attachable to a weapon did not light up when i hovered over the weapon, and yes i placed the weapon in sector inventory, because hovering over a weapon in merc inventory has stopped working a long time ago...


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261231] Wed, 01 September 2010 11:54 Go to previous messageGo to next message
Luppolo

 
Messages:151
Registered:July 2009
7.62x39 match bullets don't give any range bonus

same for 9x21 SP-11 (which aren't named "match" but are marked white)



oh and Rudolf doesn't want to extend contract due to my death rate... but nobody died (yet)

[Updated on: Wed, 01 September 2010 11:56] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261243] Wed, 01 September 2010 15:11 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Tais
i had the same problem in the sector inventory, items that should be attachable to a weapon did not light up when i hovered over the weapon, and yes i placed the weapon in sector inventory, because hovering over a weapon in merc inventory has stopped working a long time ago...



Yes, I mentioned that several times already. But it seems that noone wants to look into it. Also BR tooltips are screwed up.


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261246] Wed, 01 September 2010 16:44 Go to previous messageGo to next message
goc_man

 
Messages:113
Registered:November 2007
Location: Croatia
Tais
There's an update for the newmaps update that smeagol made, it's not yet in the SCI...
You should test that and see if it still happens

I do have the latest map updates (Your latest SCI + letest update by smeagol-"Maps.7z"). The bug is still there.
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261269] Wed, 01 September 2010 21:05 Go to previous messageGo to previous message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Luppolo
7.62x39 match bullets don't give any range bonus

same for 9x21 SP-11 (which aren't named "match" but are marked white)


Uhm...

The mags do, the crates didn't... I fixed that.


Also added a new Sci-Fi only gun. A pump-action shotgun that uses CAWS ammunition. The name isn't exactly great atm (Olin CS)... but the best I could come up with. If anyone has a better suggestion, now is your chance to be a part of AIMNAS. Wink

Also made some minor fixes (like replacing the A.M. flashsuppresor in Imp Starting Gear with an A. Flashsuppressor, replacing the A.M. Polymere Stock on the M468 with an A. stock... renamed the original trigger group to Trigger Group, 3 and added 3 yellow bars to the pic to fit in with the other two trigger groups...).


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