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Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261271] Wed, 01 September 2010 21:17 Go to previous messageGo to next message
Luppolo

 
Messages:151
Registered:July 2009
what about *manufacturer acronym* CQS (close quarter smeagol xD)

oh well, soldiers shoot the jeep on purpose and found it a nice addition, but today "jeep has been hit in chest and lost 22 pts of max health" so there must be something wrong

[Updated on: Wed, 01 September 2010 22:17] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261280] Wed, 01 September 2010 23:05 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Luppolo
what about *manufacturer acronym* CQS (close quarter smeagol xD)

oh well, soldiers shoot the jeep on purpose and found it a nice addition, but today "jeep has been hit in chest and lost 22 pts of max health" so there must be something wrong


Well, the thing with the Jeep has always been screwed up and all guys I asked about it have no idea what's causing it...

Guess we'll have to wait for a true rework of the prof.dat thingy to get over with this.


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261314] Thu, 02 September 2010 00:57 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Uploaded an update for garrisons. This will add a chance for enemies appearing in San Mona. Will also require a new game, as any changes to garrisons screw up save games.

The file also includes the updated HAM facilities for WF.


Currently packing V8 that will include the aforementioned Olin CS and some minor fixes.


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261317] Thu, 02 September 2010 01:48 Go to previous messageGo to next message
goc_man

 
Messages:113
Registered:November 2007
Location: Croatia
Cool, what's new in the updated WF facilities?
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261335] Thu, 02 September 2010 06:01 Go to previous messageGo to next message
Bobling
Messages:2
Registered:March 2010
If used exe from SCI, displaced brothers Santos (Peter in C9 and Carlo in K6)does not appear in game. However, they are present on the maps and regularly appear when using the original STOMP 1.2 exe.
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261379] Thu, 02 September 2010 19:26 Go to previous messageGo to next message
Useless Heathen

 
Messages:18
Registered:May 2010
Location: Texas, USA
Hey, great job on the SCI. Thanks to all the dudes puttin the work in to make JA2 better. I caught a possible bug while trying to open the XML editor. It says:

"Unhandled Error. Please report this error to Madd Mugsy.

Error: The string " is not a vaild Boolean value."

Is this my fault? Is this karma? And, far more seriously, is this the work of a group of evil gnomes who inhabit my desk?
Also if this question has been answered previously, apologies in advance... the Search button gave me nothing.
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261390] Thu, 02 September 2010 20:06 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
UselessHeathen
Hey, great job on the SCI. Thanks to all the dudes puttin the work in to make JA2 better. I caught a possible bug while trying to open the XML editor. It says:

"Unhandled Error. Please report this error to Madd Mugsy.

Error: The string " is not a vaild Boolean value."

Is this my fault? Is this karma? And, far more seriously, is this the work of a group of evil gnomes who inhabit my desk?
Also if this question has been answered previously, apologies in advance... the Search button gave me nothing.



Nah, that's because the XML editor can't handle the new 5 kit mercstartinggear.xml.

If you want to view items with the xml editor, you need to make a backup of the mercstartinggear.xml and replace the file temporarily with the standard 1.13 mercstartinggear.xml.

After you're done with xml editor, make sure to copy the new file back (the one that should have a size of ~720kb).


Edit:
Currently adding the OTs Drotik Machine Pistol and 24rnd mags for it.

[Updated on: Thu, 02 September 2010 21:18] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261452] Fri, 03 September 2010 09:43 Go to previous messageGo to next message
Useless Heathen

 
Messages:18
Registered:May 2010
Location: Texas, USA
Much Gracias. I still think the gnomes are at least partially responsible.
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261506] Fri, 03 September 2010 20:46 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Adjusting some values for stocks atm.


Edit:
Added EBR versions of the Mini-14 and the AC-556.

[Updated on: Fri, 03 September 2010 22:53] by Moderator



Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261548] Sat, 04 September 2010 13:59 Go to previous messageGo to next message
K0ukku

 
Messages:188
Registered:December 2009
Smeagol, in my opinion you could make the stocks more compatible with guns. Like the SMG stocks should have more compatibility, as I posted earlier in previous thread.

In other case, Spider went black-op operatives and took the jeep into battle. Spider heard a loud bang while she was spraying the enemies with her Mp5 from a roof top. The enemies blew up the Jeep and now she doesn't a vehicle =(

So the Jeep is now "dead". I presume there isn't a way to recover that. However the Icecream truck and the Humvee is still available in the future?
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261549] Sat, 04 September 2010 14:40 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
K0ukku
So the Jeep is now "dead". I presume there isn't a way to recover that. However the Icecream truck and the Humvee is still available in the future?


Yupp. Tough luck.

When the Jeep explodes it is dead, just like any other vehicle would be. The other vehicles will be available just as usual.

The Jeep is really only good in the early game, when the enemies don't have enough firepower to kill it right away.


I know this is annoying. Maybe there'll be a solution for this in the near future...





Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261556] Sat, 04 September 2010 16:43 Go to previous messageGo to next message
K0ukku

 
Messages:188
Registered:December 2009
Since it is possible jump from _broken_ windows to in or out of a house, could you make some kind of almost silent item to "break" a window? Like some kind of cool laser-cutting gadget from Bond movies? Now you have to use your weapon to break the window.
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261561] Sat, 04 September 2010 17:52 Go to previous messageGo to next message
lockie

 
Messages:3787
Registered:February 2006
Location: Scotland
Easiest and most realistic 'weapon' would be a simple diamond glass cutter .


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261565] Sat, 04 September 2010 19:19 Go to previous messageGo to next message
Luppolo

 
Messages:151
Registered:July 2009
enemies do jump thru windows or only the player does?
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261604] Sun, 05 September 2010 00:01 Go to previous messageGo to next message
K0ukku

 
Messages:188
Registered:December 2009
Okay. So:

A - Stock, telescopic fits to a MP5 Navy. It says "A telescopic stock for certain assault rifles".

A - Stock, SMG, telescopic does not fit to a MP5 Navy. It says "A telescopic butt-stock for submachineguns."

Also, the Stock, SMG, telescopic pic clearly is a MP5 butt-stock and the Stock, telescopic is something else. Does not compute.

Found a bug when attaching HK rails to MP5SD. I had foregrip on it while installing HK rails and after installing HK rails, I couldn't get the foregrip off the gun. Also, I can't attach M203PI to my HK MP5SD RAS version, it should be possible right?

[Updated on: Sun, 05 September 2010 00:07] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261612] Sun, 05 September 2010 00:50 Go to previous messageGo to next message
tais

 
Messages:670
Registered:February 2008
Location: NL
K0ukku
Since it is possible jump from _broken_ windows to in or out of a house, could you make some kind of almost silent item to "break" a window? Like some kind of cool laser-cutting gadget from Bond movies? Now you have to use your weapon to break the window.


lol i have a nice intermediate for that.. i always throw my weapon through the window..
keep some distance when you throw it and throw it far so it will go through the window..


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261614] Sun, 05 September 2010 01:24 Go to previous messageGo to next message
silversurfer

 
Messages:2800
Registered:May 2009
I couldn't resist any longer and installed AIM. First thing I did was go looking for the Hans bug and I found it. The NPC script for Hans and Brenda is broken. I don't know who changed it but if you want correct behaviour use the .npc files from WF 6.07 instead of the SCI.

edit: Replacing .npc files requires a restart of the game. Sorry.


@Smeagol
Did your map changes affect quest NPCs? If not your 6.07 .npc files should be the standard that is used for the SCI.

[Updated on: Sun, 05 September 2010 01:25] by Moderator


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261615] Sun, 05 September 2010 02:04 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
No wonder I couldn't find anything wrong with tony and hans....


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261618] Sun, 05 September 2010 03:02 Go to previous messageGo to next message
tais

 
Messages:670
Registered:February 2008
Location: NL
well here's your new SCI you bastards...

http://www.mediafire.com/?fkrfz6vz149oa


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261621] Sun, 05 September 2010 07:24 Go to previous messageGo to next message
Headrock

 
Messages:1773
Registered:March 2006
Location: Jerusalem
lockie
Easiest and most realistic 'weapon' would be a simple diamond glass cutter .


That is so cliche... it would take a long time to actually cut a window open with a diamond. What hollywood latched onto is the act of weakening the glass with the diamond in key spots so that when broken it'll shatter more neatly and not leave huge chunks of glass ready to fall on you and kill you as you try to enter through the hole.

You still need to make a lot of noise shattering it.


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261625] Sun, 05 September 2010 10:07 Go to previous messageGo to next message
lockie

 
Messages:3787
Registered:February 2006
Location: Scotland
Quote:
That is so cliche... it would take a long time to actually cut a window open with a diamond. What hollywood latched onto is the act of weakening the glass with the diamond in key spots so that when broken it'll shatter more neatly and not leave huge chunks of glass ready to fall on you and kill you as you try to enter through the hole.

You still need to make a lot of noise shattering it.


Urrr yeah , but it is only a game , we're not trying to steal the Crown Jewels Very Happy


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261643] Sun, 05 September 2010 14:15 Go to previous messageGo to next message
K0ukku

 
Messages:188
Registered:December 2009
Also the MP5SD RAS version is missing the reflex sights spot:
http://img688.imageshack.us/img688/6077/bugvwf.png

"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."

I had reflex sight and foregrip on while I made the RAS version with HK rails. However my stuff didn't disappear, but maybe it causes it or just the MP5SD Ras version is buggin. You tell me Smeagol.

edit: Ordered a couple few MP5SD and HK rails and did it by-the-book. Still bugging.

[Updated on: Sun, 05 September 2010 14:28] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261650] Sun, 05 September 2010 16:23 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
K0ukku
Also the MP5SD RAS version is missing the reflex sights spot:
http://img688.imageshack.us/img688/6077/bugvwf.png

"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."

I had reflex sight and foregrip on while I made the RAS version with HK rails. However my stuff didn't disappear, but maybe it causes it or just the MP5SD Ras version is buggin. You tell me Smeagol.

edit: Ordered a couple few MP5SD and HK rails and did it by-the-book. Still bugging.



It's probably just missing the slot. I'll check that.

Also have to correct several other attachment slots (AKM Tactical can no longer take russian scopes for example...) and incompatible attachments (Kobra goes with 7x scope or even worse a PSO-3 atm...).


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261662] Sun, 05 September 2010 17:10 Go to previous messageGo to next message
orko_oskar

 
Messages:74
Registered:April 2007
Location: Sweden
Headrock
lockie
Easiest and most realistic 'weapon' would be a simple diamond glass cutter .


That is so cliche... it would take a long time to actually cut a window open with a diamond. What hollywood latched onto is the act of weakening the glass with the diamond in key spots so that when broken it'll shatter more neatly and not leave huge chunks of glass ready to fall on you and kill you as you try to enter through the hole.

You still need to make a lot of noise shattering it.


How about duct tape?
If you break a window that has been covered in duct tape it will make significaly less noise and broken glass will not be scattered everywhere.

P.S. Duct tape can be used for everything Very Happy
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261680] Sun, 05 September 2010 21:14 Go to previous messageGo to next message
Luppolo

 
Messages:151
Registered:July 2009
i don't think the engine allows attaching items to map tiles

also i think silencers should add a very little auto/burst bonus due to their weight (and raise ready APs if they don't already)
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261734] Mon, 06 September 2010 14:20 Go to previous messageGo to next message
L0st0ne
Messages:2
Registered:September 2010
cant recruit milita anymore after tais last sci update
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261736] Mon, 06 September 2010 14:48 Go to previous messageGo to next message
tais

 
Messages:670
Registered:February 2008
Location: NL
would be very interesting to know in what sectors you cant recruit militia anymore.....


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261737] Mon, 06 September 2010 14:54 Go to previous messageGo to next message
L0st0ne
Messages:2
Registered:September 2010
hey tais, any sector i started a new game and drassen isnt working at all same in chitzena. thnx for fast reply Smile


SCI_SVN1231_MPSVN3629_WF606_AIMNASv8_NewMaps7z

[Updated on: Mon, 06 September 2010 15:10] by Moderator

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261740] Mon, 06 September 2010 15:20 Go to previous messageGo to next message
tais

 
Messages:670
Registered:February 2008
Location: NL
well it is true that you cant train militia in all city sectors, how about you try drassen airport...
and maybe it's smart that you get on IRC so i can help you faster Smile


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261741] Mon, 06 September 2010 15:21 Go to previous messageGo to next message
Logisteric

 
Messages:3248
Registered:December 2008
Location: B
bad idea, thais - there ain't no aca-building - try the mine
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261742] Mon, 06 September 2010 15:59 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Logisteric
bad idea, thais - there ain't no aca-building - try the mine


Only with the facility update... dunno if Tais has it in his SCI.


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261764] Mon, 06 September 2010 19:28 Go to previous messageGo to next message
silversurfer

 
Messages:2800
Registered:May 2009
Looks like he has that included. D13 has facility type 10 - the A.C.A building.

Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261769] Mon, 06 September 2010 20:11 Go to previous messageGo to next message
tais

 
Messages:670
Registered:February 2008
Location: NL
so we're just talking about a n00b who expects to be able to train militia all over the place? Mad


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261772] Mon, 06 September 2010 20:35 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Tais
so we're just talking about a n00b who expects to be able to train militia all over the place? Mad


Well... it has always been like that, before headrock added facilities...


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261777] Mon, 06 September 2010 21:17 Go to previous messageGo to next message
Friendly Fire

 
Messages:74
Registered:January 2006
Facilities making things difficult.
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261778] Mon, 06 September 2010 21:24 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Friendly Fire
Facilities making things difficult.


Nope... Facilities make stuff more interesting. Wink


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261789] Mon, 06 September 2010 22:05 Go to previous messageGo to next message
lockie

 
Messages:3787
Registered:February 2006
Location: Scotland
Quote:
Facilities make stuff more interesting.


It does change the game experience , for the better , I think . Stick at it and learn how to use it :ok:


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261790] Mon, 06 September 2010 22:05 Go to previous messageGo to next message
Friendly Fire

 
Messages:74
Registered:January 2006
Same thing.
Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261799] Mon, 06 September 2010 22:39 Go to previous messageGo to next message
silversurfer

 
Messages:2800
Registered:May 2009
People should keep in mind that all of this is the work of coders and modders and they have certain preferences. If you don't like them just change them. It's so easy with all the externalized data. Smile


edit: Hey Lockie, are you out of glue? If not please make this thread a sticky! Thanks. :thumbsup:

[Updated on: Mon, 06 September 2010 22:42] by Moderator


Re: Alpha_Item_Mod_for_WF6.06 Part 6[message #261810] Mon, 06 September 2010 23:08 Go to previous messageGo to previous message
Loucipher

 
Messages:159
Registered:October 2009
Seconded. I've seen lockie bumping two threads recently without sticking them. He must have run out of glue... or he must be hoarding all of it to create some super-duper gun attachment Very Happy
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