Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab  » HAM 5 Alpha - You know it!!
Re: HAM 5 Alpha - You know it!![message #295824] Tue, 27 December 2011 23:51 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
Wow, I'm even more confused now that I've looked at that table...

From what I did understand though, if things were to be handled the way you describe there, I would have to have a dozen checks firing before even allowing a transformation to occur. This makes things even more complicated than they are now.

However, lets indeed try to figure out a working "standard", I.E. a system that would be simpler than the existing one, and still make sense, while in return imposing limits on modding. There are three primary options for this as I see it:

Option A:

A) Each IDA that can transform (hehehe another acronym we're all going to hate very soon) will ALWAYS be able to transform back to its original form. Thus if the gun has 2x integral optics which can be set to 4x, it can ALWAYS be transformed back to 2x. Making a one-way transformation is illegal.
B) If the weapon itself is also capable of transformations, it will always reset all its IDAs to their original state. Therefore, if we set the scope to 4x, then fold the weapon, it will revert to a 2x scope.
C) The weapon must always be able to hold ALL of its IDAs, regardless of how many different transformations you can do to it. Any transformed version of the gun which cannot hold all IDAs of the original gun is illegal.

In this way, the gun always has enough room for all its IDAs, so we don't need to erase or separate them at all while doing any transformations. This takes care of MOST of the possible scenarios.

However, it also means that the weapon returns to default state every time you transform it. Folding the stock returns the scope to 2x mode? Why? This would annoy players, who set their scopes to a certain mode during combat, then fold the weapon only to have their scope change undone.

Option B would be this:

A) All IDAs are completely untouchable - they cannot transform at all.
B) To change an IDA's function or mode, we need to transform the gun itself. The transformation deletes all IDAs and puts in new ones.
C) Any separable or inseparable attachment that is occupying a slot that should belong to an IDA is ejected to inventory upon transformation of the parent gun.

This is much simpler, and makes a lot of sense. But it means that the weapon needs to have many different versions of itself. In the above example, there are four versions: "2x Folded", "2x Unfolded", "4x Folded" and "4x Unfolded". Increase the number of versions exponentially for each integral attachment you have that should be able to transform, and each extra mode you want for any of these integral attachments.

The drawback is that this will easily inflate the number of items in items.XML (not to mention Item_Transformations.XML!). Therefore, it may not be a good idea to try this until we have a working templates XML, which will hold the parent item - while in Items.XML we only define the versions, i.e. how each version differs from the base (with one version not differing from the base at all).

So this version has no limit for modders, but does require them to do more work, and to inflate Items.XML. Therefore it would require a working templates system. I do hope to institute one in the near future, though I don't know how long it would take to make it operational - and it WILL mean a ton of work for modders until such time that the XML Editor can be taught how to read and edit templates.

And finally, Option C:

A) No default attachments. Option removed.
B) The weapon contains all bonuses from the attachments internally, and transformations to change these bonuses all result from transforming the gun itself.

This is similar to option B, but here we literally remove the concept of "integral" attachments completely. In other words, the 2x Mag Factor for example will come from the gun itself - with no scope installed in the scope slot.

This option takes slightly less work for the modder, but there still need to be lots of versions of the gun, with different bonuses for each version. Again, this means the gun has a lot of transformations available (thus lots of versions) but has no problem transforming back and forth as it pleases.



To be honest, I'm really not sure which option is the best. But I think that any option more complex than this (i.e. stipulating all sorts of extra rules or exceptions) will be utterly baffling. Heck, even the above is utterly baffling.

The main thing I've learned from this excruciating mental excercise (and I am refraining from posting the GIF from Scanners again even though that's exactly how I feel right now) is that there really is no way to handle this gracefully without giving something up. NAS opens up a lot of options, but it makes it very hard to make all these options work with one another. Where we made things more complex by allowing more attachments, we need to make it simpler by really defining to ourselves what an attachment IS and how we should treat it by the game...

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Sergeant Major

Re: HAM 5 Alpha - You know it!![message #295825] Wed, 28 December 2011 00:01 Go to previous messageGo to next message
JMich is currently offline JMich

 
Messages:546
Registered:January 2011
Location: Greece
On an unrelated note, here is a HAM 5.x compatible XML Editor. I think (hope?) that all bugs are squashed, mostly thanks to wil and smeag. Feel free to use it, and send me a message if any bugs are found.

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First Sergeant
Re: HAM 5 Alpha - You know it!![message #295826] Wed, 28 December 2011 00:09 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
Shit JM, I forgot again...

For now I think I'll link to it in the top post though... I don't know when the next HAM 5 version is going to be released, and am up in the air with this transformations business ATM...

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Sergeant Major

Re: HAM 5 Alpha - You know it!![message #295830] Wed, 28 December 2011 00:37 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Headrock
And finally, Option C:

A) No default attachments. Option removed.
B) The weapon contains all bonuses from the attachments internally, and transformations to change these bonuses all result from transforming the gun itself.

This is similar to option B, but here we literally remove the concept of "integral" attachments completely. In other words, the 2x Mag Factor for example will come from the gun itself - with no scope installed in the scope slot.

This option takes slightly less work for the modder, but there still need to be lots of versions of the gun, with different bonuses for each version. Again, this means the gun has a lot of transformations available (thus lots of versions) but has no problem transforming back and forth as it pleases.


This one would disallow weapons with built-in launchers.


Perhaps it would be better to leave it as is. The current system only crashes if we try to create an inseparable transforming attachment right? Perhaps just put a check in to prevent inseparable attachments from transforming to prevent the crash. The workaround of multiple guns/attachment combinations is workable, as long as nobody goes crazy with variable attachments.

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Lieutenant

Re: HAM 5 Alpha - You know it!![message #295831] Wed, 28 December 2011 00:52 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
That is what option B is.

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Sergeant Major

Re: HAM 5 Alpha - You know it!![message #296053] Sat, 31 December 2011 21:28 Go to previous messageGo to next message
Action is currently offline Action

 
Messages:11
Registered:February 2001
Not sure if this is a HAM bug or a AFS bug.

I'm using the latest version of HAM with the SCI from this thread and AFS v3.60RC2b-HAM5 Optimized 20111219.

Step 1) Merge ammo (.38 special or 5.56mm works for sure) into 500 round box using new HAM feature.

Step 2) Place ammo box in Ira's ARUC backpack.

Step 3) Open up the description for the ammo box and use the "split crate into inventory" transform.

Result: At least with low amounts of ammo the ammo box disappears and no magazines/speedloaders are created. Searching everywhere, the missing bullets can't be found, it looks like they've been deleted.

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Private
Re: HAM 5 Alpha - You know it!![message #296074] Sun, 01 January 2012 09:14 Go to previous messageGo to next message
Captain Colon is currently offline Captain Colon

 
Messages:10
Registered:December 2011
Some gripes about the new CTH system...first let me say I DO like the intention of it which, if I'm not mistaken, is to try and make firefights a more realistic and more intense by increasing the value of suppressive fire (especially at longer ranges when you might not have enough APs for a reliable aimed shot but could at least get off a short burst in the general direction) and I will say it does succeed very well in this regard. However, in my playing so far I've found that SMGs and pistols are damn near useless except in EXTREME close quarters (within 5-7 tiles). My IMP merc with 85DEX, 85WIS and 85MAR and the Sniper trait can spend five clicks to aim an SMG and still miss around 50-75% of the time unless I'm within that 5-7 tile range. And that's if I'm kneeling...if I'm standing, it's pretty much a guaranteed miss no matter what I do. Meanwhile, my admin enemies (playing on experienced, they shouldn't be too tough) are firing what appear to be unaimed/partially aimed shots (based on the fact that they can fire 2-3 per turn) and while they miss most of the time, every turn or two they get a lucky hit and my merc goes to the ground. I have Trevor using a shotgun with slugs and he can't hit anything reliably unless he's within 5-7 tiles of the enemy, crouching or prone, spending EVERY AP on aiming (it's like 8 clicks) AND has the bonus from shooting at that target previously.

Now to be fair, it isn't too unrealistic to have that kind of accuracy on a moving target with an SMG at 50-70 meters (from what I've read it seems to be 1 tile = 10 meters...correct me if I'm wrong). However, in the game I consider 5 tiles to be "pretty damn close" just because of how everything's rendered and scaled...it takes very little AP to close that distance moving, only a couple steps; so why am I constantly missing the guy who's only a few paces away?

TL;DR is I think everyone misses aimed shots a bit too much (CtH bonus per click for aiming too low) with the CtH changes and CtH drops off far too quickly with range...what if the CtH system was changed so that range to target affected CtH non-linearly? That way the curve could be tweaked to find a good balance to make short-range, low-AP snap shots more likely to hit without making it too easy to snipe targets at long range with few APs spent aiming.

Also, if anyone could point me to a link on how the CtH system currently works (like something that explains exactly how CtH is calculated from start to finish) I could probably give much more detailed and accurate feedback. Also sorry if this post reads poorly or doesn't make any sense...Happy New Year? Wink

*EDIT* Also feel like weapon conditions need some tweaking...it's not that they break too fast; they just lose accuracy and start jamming too early. I just started up a game and Spider had her gun jam on the first shot. FIRST SHOT OF THE GAME! I don't know if the game uses a numerical value for condition or just good/fair/poor, but either way, I think her Viking at 78% should be considered in good condition rather than fair especially if the game is using a good/fair/poor metric for likelihood of a jam.

[Updated on: Sun, 01 January 2012 09:24] by Moderator

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Private
Re: HAM 5 Alpha - You know it!![message #296076] Sun, 01 January 2012 11:47 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
The zeroth point you need to understand about NCTH is this: There is no CTH.

Now, in no particular order:
  • NCTH wants you to spend more bullets ... way more. Headrock told me he considers something like 20 rounds per dead enemy desirable - so try full auto.
  • An SMG is not a sniper rifle, your sniper trait is useless in this situation.
  • Shotguns were never too useful, consider using buckshot though as every pellet gives full suppression (thus one shell effectively replaces a 9rd burst)
  • Standard 1.13 data is horribly broken, both stat-wise and in the ancient invade-a-country-with-pistols item progression.
  • A gun jamming on the first shot at 78% just means the RNG doesn't like you.
  • Currently, there's no complete and up-to-date explanation of the NCTH system available.
Happy new year to all of you.

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Captain

Re: HAM 5 Alpha - You know it!![message #296079] Sun, 01 January 2012 15:29 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
I'll add some more and reply while I'm at it.

Quote:
from what I've read it seems to be 1 tile = 10 meters...correct me if I'm wrong


Actually Sirtech designed it so that 1 tile = however much is required to make the game playable. They didn't make a working weapons simulator. As such, most weapons can appear to have more (or less) effective range than they would in real life. Balancing the system is also very difficult, though Wil473 is trying to rebalance the original NCTH values to make it work a little better within the confines of the game.

Quote:
My IMP merc with 85DEX, 85WIS and 85MAR and the Sniper trait can spend five clicks to aim an SMG and still miss around 50-75% of the time unless I'm within that 5-7 tile range.


As DepressivesBrot pointed out, the Sniper traits will not help with a small weapon (unless you're using the old traits system, though I'm not 100% sure what happens then). And yeah, initially SMGs are not very effective beyond basic range, but their primary advantage is a (rather) stable autofire when crouched, especially with larger SMGs like the Colt 9mm which have low enough recoil that a strong merc can stabilize them. They should be your primary suppressive weapons during the early game, firing more rounds to get the odd hit or two, and fast enough to be used if the enemy gets in close. Mercs with pistols and MPs should try to get much closer. When scopes and foregrips become available, the SMG can become significantly more dangerous at up to 14 or even 20 tiles, of course.

Again, as DepressivesBrot pointed out (he's my unofficial pointing-out-things guy Smile ) there are problems with the item progression system, which was balanced for the old CTH system and unfortunately unchanged with the introduction of NCTH. OCTH prefers longer-ranged weapons in almost every circumstance, so almost all the pistols are introduced by Progress 40, while Sniper Rifles appear only after Progress 60. In NCTH this makes little sense, because it relies more on variety of weapons, with each weapon category having its own pros and cons. Again, Wil473 is currently working on changing the Coolness levels, but the basic 1.13 download still has all the pistols appear early and all the long rifles appear late.

Quote:
I have Trevor using a shotgun with slugs and he can't hit anything reliably unless he's within 5-7 tiles of the enemy


Shotguns are significantly better with buckshot ammo in NCTH, especially when suppression values are pushed up (and they should be - the default value of 75 is very low and may cause suppression to not work at all beyond a certain progress level). With slugs, you'll actually need scopes to make your shotgun deadly at a greater range. And it is actually quite deadly thanks to the high damage output -- though by the time you get scopes you also usually get .50 rifles like the Beowulf which can produce better results, thus rendering the slugs less useful. This is another effect of the old weapon progression messing up NCTH. In any case, the shotgun is a great close-combat weapon, just stick to buckshot if you can for now.

Quote:
so why am I constantly missing the guy who's only a few paces away?


Once again, since 1 tile DOES NOT EQUAL 10 meters, the perception of distances is flawed. Your mercs can't spot anyone more then 25-or-so tiles away, which is less than the length of some buildings (the Cambria Hospital is at least 70 tiles across, I think. Weapon ranges in the game are mainly built with comparison to sight-range, again to make the game workable and playable. There's no way to work around that. And since NCTH employs actual physics and realistic shooting effects rather than arbitrary numbers, the result is that 5 tiles of distance is actually a lot. If you assume that 1 tile is 10 meters, then 5 tiles is 50 meters, which is a long range for a pistol. If you assume that 1 tile is ~2 meters (based on the size of the visible objects in the game) then 5 tiles is 10 meters, and you should hit with every shot... It's a problem, which hopefully will be solved some day, but not right now. If you're upset about people being able to close the range very quickly, you could try upping the AP costs to move. Of course, this will make battles much longer.

Quote:
CtH drops off far too quickly with range...


Scopes are extremely important for long-range shots. Until you get them, all ranged combat will be significantly more difficult.

Quote:
what if the CtH system was changed so that range to target affected CtH non-linearly?


Snap-shots are not supposed to get much of a chance to hit the target. NCTH assumes that an aimed shot is practically required in order to get a realistic chance to hit the enemy at any real distance - unless the weapon is very easy to handle and the target is very close. It assumes that an unaimed shot is exactly that - unaimed. I.E. the gun is fired with a "flinch" reaction rather than with any real purpose. Reserve snapshots for very close engagements, esp. with a fast small weapon (pistol/MP). Alternately, long autofiring weapons (like LMGs) can be aimed while firing (rather than before firing) by leading the shots into the target, meaning that aiming beforehand is less relevant for such weapons, though it does still help in most cases.

Quote:
Also, if anyone could point me to a link on how the CtH system currently works (like something that explains exactly how CtH is calculated from start to finish)


I've been working on this for a while, intermittently, though it will take a while more before I'm done. The system is not really complicated (I designed it to be simple), but explaining it is difficult because I want to show how things work in the game, which means adding lot of pictures. So it will take time.

Quote:
Also feel like weapon conditions need some tweaking...it's not that they break too fast;


Download HAM 5. It allows reducing the speed of deterioration by any factor you want. HAM 5 also solves several problems with NCTH - though it WILL reduce hit probability even further. You're expected to fire more bullets, and it is highly recommended that you increase suppression values significantly beyond the default values.

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Sergeant Major

Re: HAM 5 Alpha - You know it!![message #296080] Sun, 01 January 2012 17:03 Go to previous messageGo to next message
Captain Colon is currently offline Captain Colon

 
Messages:10
Registered:December 2011
According to the tooltip the sniper trait gives an aiming bonus for everything except pistols, so there should still be a pretty significant bonus and a resulting high CtH on a well-aimed shot with any non-pistol weapon. Anyway, I think I've got the values set to where they feel good to me.

http://pastebin.com/yrJ00YiN <-- CTHConstants I'm using

Not too many changes:
  • NORMAL_SHOOTING_DISTANCE increased to 100 from 70
  • DEGREES_MAXIMUM_APERTURE decreased to 10 from 15
  • RANGE_COEFFICIENT decreased to 1.0 from 1.1
  • VERTICAL_BIAS decreased to 0.25 from 0.5
  • BASE_MARKS increased to 2.0 from 1.0
  • BASE_DEX increased to 1.5 from 1.0
  • AIM_CROUCHING_STANCE decreased to 1.0 from 1.25
  • AIM_PRONE_STANCE decreased to 0.75 from 1.0
  • NORMAL_RECOIL_DISTANCE increased to 100 from 70

So far it's feeling like a pretty happy medium between Headrock's half a magazine to kill someone next to you and vanilla's laser death beams from across the map. I've noticed with these settings that when firing long auto bursts the first few shots will miss, then a couple hits, then misses...it seems to simulate raking a target with autofire very well (before these settings I found that auto bursts tended to either have one bullet hit, every bullet hit, or no bullets hit). I increased the values of marksmanship and dexterity (making each point more valuable) because frankly I could never really tell the difference between, say, an 85MAR merc and a 60MAR merc. Now I actually feel like I'm getting some CtH rewards in exchange for gutting an IMP merc's ability to do anything else. I also wanted to simulate the benefit of being able to use your knee for support while aiming from a crouched/kneeling position, so I put a fairly decent gap between how useful aiming is while standing vs how useful it is while crouching or prone...if you're crouched or prone behind cover you have more incentive to use aimed single shots or short aimed bursts, but on the move you're better off just spraying and praying.

*EDIT* Looks like Headrock replied while I was posting this...I am currently using HAM 5.5.1 with the tweaks I mentioned above and loving it. Many thanks to you and everyone else who continue to push new fun stuff Smile

[Updated on: Sun, 01 January 2012 17:12] by Moderator

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Private
Re: HAM 5 Alpha - You know it!![message #296082] Sun, 01 January 2012 18:45 Go to previous messageGo to next message
elenhil is currently offline elenhil

 
Messages:64
Registered:June 2008
Headrock
there are problems with the item progression system, which was balanced for the old CTH system and unfortunately unchanged with the introduction of NCTH. OCTH prefers longer-ranged weapons in almost every circumstance, so almost all the pistols are introduced by Progress 40, while Sniper Rifles appear only after Progress 60. In NCTH this makes little sense, because it relies more on variety of weapons, with each weapon category having its own pros and cons. Again, Wil473 is currently working on changing the Coolness levels

Have you seen MAM? It modifies enemy gun choices, too. Pretty good, IMHO.

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Corporal
Re: HAM 5 Alpha - You know it!![message #296084] Sun, 01 January 2012 19:44 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
Quote:

  • NORMAL_SHOOTING_DISTANCE increased to 100 from 70
  • DEGREES_MAXIMUM_APERTURE decreased to 10 from 15
  • RANGE_COEFFICIENT decreased to 1.0 from 1.1
  • VERTICAL_BIAS decreased to 0.25 from 0.5
  • BASE_MARKS increased to 2.0 from 1.0
  • BASE_DEX increased to 1.5 from 1.0
  • AIM_CROUCHING_STANCE decreased to 1.0 from 1.25
  • AIM_PRONE_STANCE decreased to 0.75 from 1.0
  • NORMAL_RECOIL_DISTANCE increased to 100 from 70


Hmmm, well those are indeed very mild settings - they make all guns significantly more accurate, by at least 75% in standing stance and over 100% in the other stances. It's probably going to feel better in the early game, with unscpoed pistols and SMGs, but I'm going to warn you straight away that you will be killed very often as soon as enemies start getting scopes... and once you get scopes you'll be right back to killing enemies as soon as they appear - making the game too easy. I could be wrong of course, so it'll be good if you could tell us what happens later on in the game...

BTW on BASE_MARKS and BASE_DEX: These affect the snap-shooting. The reason why marksmanship was set to weight 1 is because when snapshooting you are not really using marksmanship skill. Also by modifying the BASE you're actually decreasing the usefulness of aiming for good marksmen - they are simply better without any aiming.

Quote:
According to the tooltip the sniper trait gives an aiming bonus for everything except pistols


Those tooltips were written for OCTH. I'm not sure what they do in NCTH since the effect of traits on NCTH was not added by me. I'll see if I can figure it out for you later tonight.

Quote:
I've noticed with these settings that when firing long auto bursts the first few shots will miss, then a couple hits, then misses...it seems to simulate raking a target with autofire very well (before these settings I found that auto bursts tended to either have one bullet hit, every bullet hit, or no bullets hit).


Actually your settings clearly make autofire MORE ACCURATE than before, so what you're seeing is probably not a result of your changes.

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Sergeant Major

Re: HAM 5 Alpha - You know it!![message #296090] Mon, 02 January 2012 00:40 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
Quote:
According to the tooltip the sniper trait gives an aiming bonus for everything except pistols


Ok, I've checked the NCTH functions, and this is what I found regarding this trait:

1) It raises the CTH "Cap". This means that a skilled sniper can make up for lack of desxterity, wisdom, marksmanship or experience level when calculating his maximal accuracy. Note that situational penalties notwithstanding, you should be able to reach your CTH Cap with any fully-aimed shot - so this means better aiming basically.
Note however that this bonus is only applied when using a scope.
As the character's skill and experience level improve, this bonus becomes less significant, and would eventually become meaningless for anything but the highest-precision shots (e.g. Barrett at 70+ tiles).

2) It reduces the "visual" range to the target, allowing easier shots at enemies outside visual range -- primarily by avoiding the "can't see target" penalty just because the target is outside of visual range. So it's great for weapons that can target enemies spotted by other mercs.

3) Reducing visual range to the target also translates into easier shooting through cover. Cover between the shooter and the target increases the visual range, which will normally result in penalties to aiming. Since the Sniper Trait helps reduce the visual range, those penalties are much more easily avoided - allowing the shot to be fired as though the cover wasn't there at all. Note of course that this only refers to partial cover - if you can't see the target you still get the "no line of sight" penalty to aiming, which is massive.

So overall, the Sniper Trait in NCTH actually does work primarily with weapons that would take long-range shots, through heavy cover, or outside visual range - and those would indeed be the sniper rifles and DMRs. I'm not sure whether there should be more effects, but the existing ones are pretty suitable IMHO. You will not find much use for this trait with short-range or even mid-range weapons.

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Sergeant Major

Re: HAM 5 Alpha - You know it!![message #296091] Mon, 02 January 2012 00:53 Go to previous messageGo to next message
Captain Colon is currently offline Captain Colon

 
Messages:10
Registered:December 2011
Headrock
BTW on BASE_MARKS and BASE_DEX: These affect the snap-shooting. The reason why marksmanship was set to weight 1 is because when snapshooting you are not really using marksmanship skill. Also by modifying the BASE you're actually decreasing the usefulness of aiming for good marksmen - they are simply better without any aiming.

Doh, you're absolutely right...it's been a long couple of days. Gonna knock them back to 1.1 for marks and 1.2 for dex. Did some quick testing with various scopes and they seem to scale nicely; will know better after some more playtime.

Ideally I'd like to have a merc who's been completely min/maxed for shooting (DEX/MAR/WIS) able to shoot like this at higher experience levels: http://youtu.be/jpv0yZC3iMM?t=1m Wink

Thanks for the trait info BTW, really appreciate it.

[Updated on: Mon, 02 January 2012 00:54] by Moderator

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Private
Re: HAM 5 Alpha - You know it!![message #296094] Mon, 02 January 2012 02:01 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
Quote:
Ideally I'd like to have a merc who's been completely min/maxed for shooting (DEX/MAR/WIS) able to shoot like this at higher experience levels: http://youtu.be/jpv0yZC3iMM?t=1m


These aren't actually aimed shots like we think of them in JA2 - it's actually almost an autofire volley done with a semi-automatic weapon. He's countering recoil as he fires, to keep the muzzle on top of his targets (switching targets between each shot). So he is not taking time to re-aim his weapon, he's carrying forwards the benefits of good initial aim and good counter-force application from bullet to bullet - so his aim and stability increase from shot to shot.

The only way to accurately simulate this without screwing up our current shooting system would be to add a fourth firing mode, whereby a semi-auto weapon can be fired like this. It would be extremely difficult to get it right - significantly more difficult than autofire, and shooting at a greatly-reduced firing rate unless the shooter is extremely competent. It would make pistols much more useful too.

The other way is to play with AP costs based on skill - so skilled shooters get an innate reduction in drawing, firing and/or aiming AP costs. This might be exceedingly tricky to do - in fact the weapon tag "ShotsPer4Turns" was made specifically to make all shooters take the same amount of time to fire the same weapon...

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Sergeant Major

Re: HAM 5 Alpha - You know it!![message #296145] Tue, 03 January 2012 04:11 Go to previous messageGo to next message
Captain Colon is currently offline Captain Colon

 
Messages:10
Registered:December 2011
Good to know...maybe something to think about way down the line after all the important HAM stuff is in and stable, but not too important for the time being. Definitely something that I think would be cool to have from a realism standpoint; I'm not a huge fan of how semi-auto currently seems to lose a lot of its usefulness later on in the game when everyone has high armor values and it's better to be able to use autofire and suppress a target or knock the wind out of them with multiple rapid hits than actually kill them outright.

I think your idea of reduced AP costs based on skill would be the best way to do it...I'm thinking a reduction in firing and aiming AP cost that's based on your skills+the recoil and counter-force modifiers of the weapon and is applied if you've shot at the same target that turn (similar to how the current CtH bonus for shooting at the same target is applied). That would allow you to make rapid snap shots or low-level aimed shots, but the current system of ramping AP costs for higher aim levels should prevent abuse of the system by making it too expensive to try and do the same thing with higher aim levels (effectively making the tactic unusable with say, a scoped M21 at long range...you wouldn't be hitting much unless you spend lots of APs, in which case you wouldn't be able to get more than two or MAYBE three shots off in a turn).

My overall goal would be the increase the value of semi-auto and the weapons that are very fast and low-recoil but don't do much damage by giving them at least some more ability to put out a decent volume of fire that only highly-skilled mercs (MAR/DEX/WIS of 85-90+) would be able to do effectively. You'd have a nice incentive to say, build a stealthy merc that makes heavy use of flanking tactics to get close to an enemy and knock them down with a double-tap from a faster low-recoil weapon like a pistol or SMG with a laser/foregrip/reflex sight. To complement this I'd probably want to modify the Gunfighter/Gunslinger trait so that instead of focusing all its benefits on pistols (which in general just aren't super useful at the moment), it would have more generalized benefits that apply to all weapons but only when using semi-auto. I'll have to take a look at the code and see how all that stuff works but I'm still new to JA2 modding and it would probably have to be a somewhat complicated system to be balanced and not overly reduce the usefulness of autofire, so don't expect much in the near future.

Again, many thanks for your replies...I'm learning tons just from this thread and this is really the first community for an open-source project where I haven't been lambasted by angry programmers for asking what are probably rather newbish questions Smile

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Private
Re: HAM 5 Alpha - You know it!![message #296233] Wed, 04 January 2012 20:32 Go to previous messageGo to next message
medicinman is currently offline medicinman

 
Messages:38
Registered:July 2004
Location: FL
Great Stuff Headrock!!

Idk if posted before but I ran across the following message "not enough action points" trying to steal unconcious with 100 AP merc and only needing 29 with hand. Idk if it was the position of the enemy or not. Steal others no problems in same game.

I can send you save and pic if you want.

Using Ham5.5.1 alpha and Ham5.exe and added AIM25 in vfs as follows:

PROFILES = SlfLibs, Vanilla, v113, AIM, HAM, UserProf


Idk if Ham5 or 113 related.

Pat

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Private 1st Class
Re: HAM 5 Alpha - You know it!![message #296330] Thu, 05 January 2012 22:21 Go to previous messageGo to next message
Maalstroom is currently offline Maalstroom

 
Messages:340
Registered:December 2008
Location: en route to San Hermanos
hi headrock,

i don't know if anybody have already asked this. since you managed to make fragmentation explosives can you also add one ore two options to it? for example to make them oriented - subject in case being claymore mines.

tnx.

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Master Sergeant
Re: HAM 5 Alpha - You know it!![message #296351] Fri, 06 January 2012 05:27 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
It is quite possible, actually, with minor modifications to the system, to make a vertical bias and add it as a separate tag. I've actually been thinking about doing it to control the spread of explosions with large/small fragment flight range.

Currently, the amount of vertical momentum given to the fragments (and in fact the angle at which they are fired, which are largely one and the same) is determined by range. Fragments with less range tend to shoot upwards more often than ones with higher range. So a mini-grenade sends many fragments flying up (and occasionally landing down on enemies within the kill zone), while a TNT explosion sends most of its fragments flying far away at rather shallow angles to the ground.

Or at least, it was mainly like that until I realized that basing vertical bias entirely on fragment range could pose issues. But with very light intervention I could externalize the bias so you can choose what you'd like. Therefore, you could make fragments with very long range which mostly fly upwards, or fragments with very short range that spread out more. Naturally, there's a reason why I wanted to control vertical bias in the first place, and that's because short-range fragments flying upwards are really ugly-looking. But I guess if it was a claymore, and you biased MOST of them upwards, you might have a better-looking effect.

My problem with Claymores is still that you don't have the correct interface to activate them. Claymores are fired on command, just like "remote detonator" explosives. I'd much rather for mercs to be able to lay down wire instead, like you would with a real claymore. Of course that's very wishful thinking...

Alternately, you could set up the claymore as a proximity mine - but mines in JA2 are sadly ineffectual in many combat situations...

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Sergeant Major

Re: HAM 5 Alpha - You know it!![message #296386] Fri, 06 January 2012 23:23 Go to previous messageGo to next message
Captain Colon is currently offline Captain Colon

 
Messages:10
Registered:December 2011
Claymores can be remote-detonated IRL so that wouldn't be unrealistic, but I too would love to be able to lay down a tripwire...the only idea I can think of at the moment would be when you set up a claymore to set up a line of proximity mines that aren't actually mines, but they just trigger the claymore when stepped on. It sounds like it'd be kind of an ugly hack though.

The other issue with claymores is you'd want the fragments to only shoot out in front of it (IIRC they have a 75-degree kill radius in front and a small kill zone similar to a mini grenade in all other directions), but I doubt that's a difficult issue to solve Smile

[Updated on: Fri, 06 January 2012 23:25] by Moderator

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Private
Re: HAM 5 Alpha - You know it!![message #296575] Thu, 12 January 2012 00:46 Go to previous messageGo to next message
LordHelmchen is currently offline LordHelmchen
Messages:1
Registered:June 2009
Greetings.
After unpacking the HAM over a fresh install and 1.13 svn checkout (seperate dir, then c&p'ed) [btw: is this sane ? what would give the best of both worlds concerning 1.13 up-to-dateness and HAMminess?], creating a new male IMP merc only offers voice sets 1 and 3, not 2. Is this intentional and I just did not read all I shoud have? everything looks fine... must have been my mistake.

[Updated on: Thu, 12 January 2012 11:56] by Moderator

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Civilian
Re: HAM 5 Alpha - You know it!![message #296660] Sat, 14 January 2012 10:18 Go to previous messageGo to next message
SacredVow is currently offline SacredVow

 
Messages:11
Registered:January 2010
I setup ham + UC 1.13 no problem.
I got through the first battle, and then getting the first quest was given a laptop.
I got a crash when mousing over the laptop in the character's inventory.

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Private
Re: HAM 5 Alpha - You know it!![message #296812] Mon, 16 January 2012 17:44 Go to previous messageGo to next message
reVurt is currently offline reVurt

 
Messages:61
Registered:March 2007
Location: The Great White North, eh...
SacredVow
I setup ham + UC 1.13 no problem.
I got through the first battle, and then getting the first quest was given a laptop.
I got a crash when mousing over the laptop in the character's inventory.


You might try reposting this in the appropriate UC thread. The problem sounds like the image or some other information for the laptop is missing from some library. Mousing over the laptop causes the game to go look for it, it can't find it, and crashes. Probably not a HAM issue.

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Corporal
Re: HAM 5 Alpha - You know it!![message #296898] Wed, 18 January 2012 16:07 Go to previous messageGo to next message
tag8833 is currently offline tag8833

 
Messages:35
Registered:September 2010
I'm doing a new playthrough with
SCI_113_Stable_r1343_2011126_gdo.7z
Ham 5.5.1 Alpha
UC v3.60


I ran into a bug, and will473 suggested I post it here. I'm in Sector C5, and I was using the sector inventory to pick up guns to sell to Tony. However, when I go to the tactical map to actually sell the items to Tony, all of the items on the ground in the sector disapear. Everything was working fine until I took Sector C5 and talked to Tony.

I had a theory about this being related to sorting the inventory using the HAM buttons atop the sector inventory, and the sorted items ending up in the water, but I tried to move everything to sector C6, and when I load the tactical screen for that sector, I lose the inventory as well. Now it appears that any sector, that I enter the tactical screen, loses its sector inventory (except for 2 rocks that are inaccessible from the sector inventory).

I once had a similar problem in an earlier play through with a previous version of UC 1.13, where containers would lose their items when I set them down. I'm going to try to load an earlier save. Is there a chance that this is a result of having bought and sold things from Tony?

Here is a link to a saved game:
http://www.mediafire.com/?ynruia665ywrlee

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Private 1st Class
Re: HAM 5 Alpha - You know it!![message #296902] Wed, 18 January 2012 19:02 Go to previous messageGo to next message
TClaymore is currently offline TClaymore

 
Messages:34
Registered:July 2011
Question: is HAM 5 nominally compatible with the latest version of v1.13? If so, I wouldn't mind helping with tests where I can upon starting a new game.

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Private 1st Class
Re: HAM 5 Alpha - You know it!![message #296960] Thu, 19 January 2012 17:34 Go to previous messageGo to next message
tag8833 is currently offline tag8833

 
Messages:35
Registered:September 2010
Update on Inventory bug.

I loaded a save all the way back on Day 1, and I can make the sector inventory disappear by entering tactical in that sector, but it seems to only affect certain sectors. This got me thinking.

Is this perhaps intentional? Is this to illustrate the natives stealing all of the stuff lying around on the ground? Callisto Airport sector seems to hold on to its inventory when I go to tactical. Is this sector a safe place to store things? What other sectors are safe? Can I turn this feature off?

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Private 1st Class
Re: HAM 5 Alpha - You know it!![message #296961] Thu, 19 January 2012 17:58 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
I don't know of any such feature, and frankly, Heady wouldn't implement something like that without telling anybody in at least a 1500 word essay and providing 3 ini settings to go along with it.

The only instance when gear should vanish is due to enemy occupation.

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Captain

Re: HAM 5 Alpha - You know it!![message #296973] Thu, 19 January 2012 19:53 Go to previous messageGo to next message
Gambigobilla

 
Messages:693
Registered:July 2008
Sometimes when you are shift+m'ing stuff around you could accidentally put items in a container. Try GABBI alt+O alt+E cheat to see hidden items.

[Updated on: Thu, 19 January 2012 22:25] by Moderator

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First Sergeant
Re: HAM 5 Alpha - You know it!![message #296975] Thu, 19 January 2012 20:26 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
It's [ALT] + E to make everything visible, [ALT] + O is obliterate enemies.

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Captain

Re: HAM 5 Alpha - You know it!![message #296983] Thu, 19 January 2012 21:29 Go to previous messageGo to next message
tag8833 is currently offline tag8833

 
Messages:35
Registered:September 2010
[ALT] + E, [ALT] + O its off to work we go. Those keys don't make the inventory come back.

Here is the issue in pictures.

I look at the sector inventory and see items.
http://thumbnails39.imagebam.com/17065/199d90170645270.jpg

I go to Tactical
http://thumbnails62.imagebam.com/17065/3bf9a9170645271.jpg

I return to Sector inventory and see no items except for Rocks
http://thumbnails55.imagebam.com/17065/3911c0170645275.jpg

Thinking about the items ending up in a container, I looked at the open container in front of me.
http://thumbnails63.imagebam.com/17065/e409e5170645276.jpg

And when I close and open it again, an item appears.
http://thumbnails42.imagebam.com/17065/6a43dd170645278.jpg

So maybe all the items are there, just no longer visible. So I explored the map, and found a couple of the missing items laying on the ground out of sight. So perhaps the issue is that it forgets what items I know about when I go to tactical.

But then I tried the [Shift]-M key upon entering tactical with all of the items invisible. It makes the tile I'm standing on trigger the red hand as if items are there, but when I click "Nothing".

Is there something I need to do to enable the cheat codes? [ALT] + E seems like it might help, but appears to do nothing.

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Private 1st Class
Re: HAM 5 Alpha - You know it!![message #296985] Thu, 19 January 2012 21:36 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Yeah, got to tactical, hold [CTRL] and type g a b b i , you should get a confirmation.

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Captain

Re: HAM 5 Alpha - You know it!![message #296994] Thu, 19 January 2012 23:30 Go to previous messageGo to next message
tag8833 is currently offline tag8833

 
Messages:35
Registered:September 2010
That does indeed work as advertised. It shows me which open containers have hidden items in them. So I can go around and close the container and reopen them to unhide the items. It also shows me which items are laying on the ground waiting to be rediscovered. It appears that no items were actually lost they were just all hidden.

Does that mean the bug is a map issue with UC 1.13 or is it HAM?

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Private 1st Class
Re: HAM 5 Alpha - You know it!![message #296995] Thu, 19 January 2012 23:31 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
HAM, I guess.

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Captain

Re: HAM 5 Alpha - You know it!![message #297014] Fri, 20 January 2012 06:18 Go to previous messageGo to next message
Evo is currently offline Evo

 
Messages:9
Registered:July 2010
I ran into the same problem, after I have posted about my problem (sector inventory just reappears -all original items placed in map-) I realized that my items were gone as well. However, i never put my items in map containers, what happened is that once all of my items in the sector inventory disappeared, i did the gabbi cheat and found out that all the original items are waiting to be discovered in the containers, again. But all of my items are gone.

I am guessing the map inventory just resets under some conditions. I never left items in sectors where this happened before (on the ground at least) so did not notice it. I do not think it is sector specific as it happened in various sectors at different times (with 2nd entrance, with 10th entrance etc.)

Extra: The new ai seems to be afraid of your weapon range and try to stay outside your firing range, just running back and forth most of the time. It is a good way to level up mercs but does not give the stress of old ai where if you missed the first runners you know you will be overrun. (not to mention elites and red shirts waiting in toilets to be punched to death after a loud gunfight Smile

regardless, thanks to everyone involved, everything is great Smile

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Private
Re: HAM 5 Alpha - You know it, bitches!![message #297033] Fri, 20 January 2012 16:56 Go to previous messageGo to next message
Sowilo is currently offline Sowilo

 
Messages:41
Registered:April 2011
Hi,

is this HAM-Mod compatible with AIMNAS?

And what's about this mod?:

1.13 Unstable ( ONLY GET THIS IF YOU DONT MIND RUNNING INTO BUGS )
Current version: SCI_113Unstable_r4778_20111029.7z (Updated 29 October 2011)

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Corporal
Re: HAM 5 Alpha - You know it, bitches!![message #297034] Fri, 20 January 2012 16:59 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Please visit the AIMNAS thread and the FAQ, it's all there.

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Captain

Re: HAM 5 Alpha - You know it, bitches!![message #297038] Fri, 20 January 2012 18:17 Go to previous messageGo to next message
tag8833 is currently offline tag8833

 
Messages:35
Registered:September 2010
Evo,

It looks like you are right, and I was wrong when I said all of the items that were in the sector were still there. It looked that way for the specific sector I looked at only because all of the items were a part of the default sector inventory.

It looks like the sector inventory resets. For me it is repeatable which sector will reset on which visit, but once it starts resetting, it seem to never stop.
A9 - 3rd visit
C5, C6 - 2nd visit

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Private 1st Class
Re: HAM 5 Alpha - You know it, bitches!![message #297042] Fri, 20 January 2012 18:40 Go to previous messageGo to next message
Evo is currently offline Evo

 
Messages:9
Registered:July 2010
I had the landing sector reset after a lot of times (as i was hoarding there), I had a few underground sectors reset right away. The only inconsistent thing is that some resets are visible from the sector inventory, as in as soon as i step in all reset items are already discovered (like the ones in the police lockers) but this last time when my items disappeared I had to do the cheat to see items. Now that I think of it in one underground sector, dropped items remained while the sector inventory respawned.

I just wonder if this happens with vanilla 1.13 or is it due to UC&AFS hybrid. We can't be the only ones playing legit so this only happens with UC ?

Edit: Is it possible to disable the sector inventory additions (sorting,hiding etc) without breaking saves? Since our games already have the bug, we can try to see right away if it is caused by them (that is the only visible feature added about the sector inventory -to me anyways Very Happy -)

[Updated on: Fri, 20 January 2012 18:44] by Moderator

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Private
Re: HAM 5 Alpha - You know it, bitches!![message #297084] Sat, 21 January 2012 17:46 Go to previous messageGo to next message
Friendly Fire is currently offline Friendly Fire

 
Messages:74
Registered:January 2006
First a big thank you for your work !
I play an hybrid of ja113 4870 (the one from the wiki, no SVN nonsense for me), IOV 925, with WF maps and I just put HAM 551 in my JA113 data folder (VFS is in the same category with SVN for me).
It works well, I use OCTH, yes I am a dinosaur.
Only problem is whenever a militia picks something from the ground I get a CTD.
I guess it is linked to the message that should follow, because my mercs and the enemy pick things up without a problem. Is there a way to disable those messages ?
I managed to make some impact and frag explosives,using the JMich's XML editor (another big thank you for that) still testing the parameters to reach sensible results.
The almost certain death from fragments when the grenade lands in the square of the target is annoying though, since the fragments should add a risk factor, randomness, not certainty.
I had to fiddle with the range bonus values of chokes and extender since the IOV exe reads them as percentages and HAM 5 as flat values (why is that, BTW ? Percentages seem more logical to me).
Would it be possible to make the fragments deal no damage in the first 1 or 2 squares ? The explosive takes care of that close range reasonably enough.
Oh, almost forgot, I had repeated CTD when applying a crate or 7.62x54 to my PKM, no problem splitting the crate in sector inventory, so it was not very important, but you should know.

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Corporal
Re: HAM 5 Alpha - You know it, bitches!![message #297085] Sat, 21 January 2012 17:48 Go to previous messageGo to previous message
reVurt is currently offline reVurt

 
Messages:61
Registered:March 2007
Location: The Great White North, eh...
I've been testing pretty much every version of HAM 5 on top of only Tais' SCI v1343, linked to in the first post, and have never encountered this sector inventory bug. The one time inventory disappeared was after I had left items on the ground in a road sector and a wandering patrol passed through, after which most (but not all) of the items had been taken. That all said, I typically move items to warehouse them in mine sectors and at SAM sites, but at those locations, I've never noticed anything going missing. My current game is at progress 59, so I've seen a fair bit of Arulco by now.

So no, not happening with my vanilla HAM game.

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Corporal
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