Home » PLAYER'S HQ 1.13 » v1.13 Solutions,Tips & Spoilers » So, how do those new LBEs work? (MOLLE and al.)
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Re: So, how do those new LBEs work?[message #361252 is a reply to message #361246]
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Sat, 12 September 2020 19:41
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Off_Topic |
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Messages:999
Registered:January 2009 |
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Kurt wrote on Sat, 12 September 2020 16:23
What about those for whom, unlike you, the carabiners don't work at all?
I don't mean to change the way you play your game, but I think carabiners might need some fixing.
Obviously I could just ignore them, but in this case there is really no point in having them, and all the items featuring them (MOLLE vests). Just my 2 cents worth.
I'd say you have a bad install, you're using Depri's latest SCI, no? And it is JA2 1.13 you are playing, not another mod on top of it?
Other than that, i remember that there was always going to be a few odd things that could be attached to Carabiners. The proper solution at the time was to expand JA2's Item Size.
There is a class restriction, and after that a size restriction, but some items fall into that because of how limited the item size range is.
E.G. A retractable stock can go on a Carabiner because it is a Misc. Item and also size 22. It falls between the cracks of two tags that are needed for the pocket to work. Same as a Milk carton IRC.
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Re: So, how do those new LBEs work?[message #361257 is a reply to message #361246]
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Sun, 13 September 2020 02:34
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CarsonBlackman |
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Messages:64
Registered:August 2019 Location: At the beach |
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Kurt wrote on Sat, 12 September 2020 16:23What about those for whom, unlike you, the carabiners don't work at all?
I don't mean to change the way you play your game, but I think carabiners might need some fixing.
Obviously I could just ignore them, but in this case there is really no point in having them, and all the items featuring them (MOLLE vests). Just my 2 cents worth. When I suggested "leaving it alone", certainly fix something if it's broken. But the exploits are very useful and unless the fix requires it, I'm suggesting to leave the upper limits on carabaniers as it is and allow the exploits to remain
I have a pretty basic install. All I did was take a clean install of JA2 V1.13 (1999) and added revision 8796. I did use the INI editor and changed a lot of things in the ini files but nothing pertaining to any LBE. Also, I have been using the carbinier exploit from the very beginning of the MOLLE system through several revisions and installs on two different computers. I agree with Off Topic that your problem may be with your install but I'm far from being a reliable source on troubleshooting or programing.
[Updated on: Sun, 13 September 2020 15:04] Report message to a moderator
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Corporal
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Re: So, how do those new LBEs work?[message #361264 is a reply to message #361252]
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Sun, 13 September 2020 15:40
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Kurt |
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Messages:420
Registered:March 2004 |
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Off_Topic wrote on Sat, 12 September 2020 18:41I'd say you have a bad install, you're using Depri's latest SCI, no? And it is JA2 1.13 you are playing, not another mod on top of it?
Well, there is something bad about it, though I don't know what it could be.
Yes, it's the 8796 SCI I've downloaded, uncompressed and put over a vanilla (boxed) JA2 installation.
No, no mod, I'm just trying to get the hang of the changes in 8796 (as opposed to 3356 I was using all those years).
Oh well, if the only problem is the carabiners not working, I can live with that.
The other MOLLE items seem to work as intended, now I know how to use them... *wink*
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Master Sergeant
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Re: So, how do those new LBEs work?[message #361293 is a reply to message #361265]
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Tue, 15 September 2020 06:59
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SinMachina |
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Messages:48
Registered:August 2020 |
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So this is only somewhat related to LBE; but in MercStartingGear.XML there seems to be a wild swing in the amount of "pocket" counts. Some have up to Big5, Small 8, and some only cap out at Big4 / Small 6 - I've messed with this in the past and know that some items can end up in 'phantom' slots when you first get air dropped. However, I've also had instances where items just never show up. There's also a problem[?] of attachments not coming attached, and instead sitting in pockets.
With that said, what is actually designated as Big# and Small#? And what are the limits of these? I'm guessing it varies based on Vest, LeftThigh, RightThigh, Cpack and Bpack chosen.
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Corporal
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Re: So, how do those new LBEs work?[message #361295 is a reply to message #361293]
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Tue, 15 September 2020 12:45
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silversurfer |
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Messages:2791
Registered:May 2009 |
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Pockets are numbered inventory slots. Here is the definition from the code:
Toggle Spoiler
/* CHRISL: Added listings for each of the new inventory pockets. Also split the enum so we could include
endpoint markers for each type (big, med, sml) of pocket. */
typedef enum INVENTORY_SLOT{
HELMETPOS = 0,
VESTPOS,
LEGPOS,
HEAD1POS,
HEAD2POS,
HANDPOS,
SECONDHANDPOS,
VESTPOCKPOS,
LTHIGHPOCKPOS,
RTHIGHPOCKPOS,
CPACKPOCKPOS,
BPACKPOCKPOS,
GUNSLINGPOCKPOS,
KNIFEPOCKPOS,
BIGPOCK1POS,
BIGPOCK2POS,
BIGPOCK3POS,
BIGPOCK4POS,
BIGPOCK5POS,
BIGPOCK6POS,
BIGPOCK7POS,
MEDPOCK1POS,
MEDPOCK2POS,
MEDPOCK3POS,
MEDPOCK4POS,
SMALLPOCK1POS,
SMALLPOCK2POS,
SMALLPOCK3POS,
SMALLPOCK4POS,
SMALLPOCK5POS,
SMALLPOCK6POS,
SMALLPOCK7POS,
SMALLPOCK8POS,
SMALLPOCK9POS,
SMALLPOCK10POS,
SMALLPOCK11POS,
SMALLPOCK12POS,
SMALLPOCK13POS,
SMALLPOCK14POS,
SMALLPOCK15POS,
SMALLPOCK16POS,
SMALLPOCK17POS,
SMALLPOCK18POS,
SMALLPOCK19POS,
SMALLPOCK20POS,
SMALLPOCK21POS,
SMALLPOCK22POS,
SMALLPOCK23POS,
SMALLPOCK24POS,
SMALLPOCK25POS,
SMALLPOCK26POS,
SMALLPOCK27POS,
SMALLPOCK28POS,
SMALLPOCK29POS,
SMALLPOCK30POS,
NUM_INV_SLOTS,
} INVENTORY_SLOT;
Body positions should be clear. Big pockets should start in the combat pack (3 slots max), the rest of them is in the backpack (4 slots max). I currently don't know how the medium and small pockets are distributed.
Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MODReport message to a moderator
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Re: So, how do those new LBEs work?[message #361297 is a reply to message #361293]
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Tue, 15 September 2020 14:12
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Off_Topic |
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Messages:999
Registered:January 2009 |
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SinMachina wrote on Tue, 15 September 2020 06:59MercStartingGear.XML there seems to be a wild swing in the amount of "pocket" counts. Some have up to Big5, Small 8, and some only cap out at Big4 / Small 6
The pocket count doesn't matter, it's down to the amount of items you want to give a Merc. The "wild swing" is just based on what starting equipment is in each tab that the Merc has. If Barry only has a Gun and and Syringe, he would only need 1 Small pocket. If you give him 10+ items you would have to create all the item slots to accommodate them.
SinMachina wrote on Tue, 15 September 2020 06:59- I've messed with this in the past and know that some items can end up in 'phantom' slots when you first get air dropped. However, I've also had instances where items just never show up. There's also a problem[?] of attachments not coming attached, and instead sitting in pockets.
You need to make sure you have provided enough correct LBE to house all the items you equip. I think you're mistakenly equating the Big/Small items Xml entry with it's inventory position. The Old Inventory was 4 Big/8 Small items, so that's why the template is 4/8 i'm guessing.
SinMachina wrote on Tue, 15 September 2020 06:59With that said, what is actually designated as Big# and Small#? And what are the limits of these? I'm guessing it varies based on Vest, LeftThigh, RightThigh, Cpack and Bpack chosen.
Big and Small are just where the items would normally fit, E.G. A medkit versus a first aid kit.. If you have items not showing up or in phantom slots, it's either because you haven't provided enough LBE or you've provided the wrong ones.
So, if you were putting together a Starting Kit form scratch, it would look like this: <GEARKIT></GEARKIT>.
It's up to you to add the rest:
Toggle Spoiler<mName>Barry</mName>
<GEARKIT>
<mPriceMod>0</mPriceMod>
<mGearKitName>Standard</mGearKitName>
<mAbsolutePrice>-1</mAbsolutePrice>
<mHelmet>176</mHelmet>
<mHelmetDrop>0</mHelmetDrop>
<mHelmetStatus>97</mHelmetStatus>
<mVest>161</mVest>
<mVestDrop>0</mVestDrop>
<mVestStatus>98</mVestStatus>
<mLeg>0</mLeg>
<mLegDrop>0</mLegDrop>
<mLegStatus>0</mLegStatus>
<mWeapon>5</mWeapon>
<mWeaponDrop>0</mWeaponDrop>
<mWeaponStatus>91</mWeaponStatus>
<mBig0>77</mBig0>
<mBig0Status>100</mBig0Status>
<mBig0Quantity>3</mBig0Quantity>
<mBig0Drop>0</mBig0Drop>
<mBig1>137</mBig1>
<mBig1Status>100</mBig1Status>
<mBig1Quantity>1</mBig1Quantity>
<mBig1Drop>0</mBig1Drop>
<mBig2>223</mBig2>
<mBig2Status>100</mBig2Status>
<mBig2Quantity>1</mBig2Quantity>
<mBig2Drop>0</mBig2Drop>
<mBig3>204</mBig3>
<mBig3Status>0</mBig3Status>
<mBig3Quantity>0</mBig3Quantity>
<mBig3Drop>0</mBig3Drop>
<mSmall0>0</mSmall0>
<mSmall0Status>0</mSmall0Status>
<mSmall0Quantity>0</mSmall0Quantity>
<mSmall1>0</mSmall1>
<mSmall1Status>0</mSmall1Status>
<mSmall1Quantity>0</mSmall1Quantity>
<mSmall2>0</mSmall2>
<mSmall2Status>0</mSmall2Status>
<mSmall2Quantity>0</mSmall2Quantity>
<mSmall3>0</mSmall3>
<mSmall3Status>0</mSmall3Status>
<mSmall3Quantity>0</mSmall3Quantity>
<mSmall4>0</mSmall4>
<mSmall4Status>0</mSmall4Status>
<mSmall4Quantity>0</mSmall4Quantity>
<mSmall5>0</mSmall5>
<mSmall5Status>0</mSmall5Status>
<mSmall5Quantity>0</mSmall5Quantity>
<mSmall6>0</mSmall6>
<mSmall6Status>0</mSmall6Status>
<mSmall6Quantity>0</mSmall6Quantity>
<mSmall7>0</mSmall7>
<mSmall7Status>0</mSmall7Status>
<mSmall7Quantity>0</mSmall7Quantity>
<lVest>1090</lVest>
<lVestStatus>97</lVestStatus>
<lLeftThigh>0</lLeftThigh>
<lLeftThighStatus>0</lLeftThighStatus>
<lRightThigh>1200</lRightThigh>
<lRightThighStatus>97</lRightThighStatus>
<lCPack>0</lCPack>
<lCPackStatus>0</lCPackStatus>
<lBPack>0</lBPack>
<lBPackStatus>0</lBPackStatus>
</GEARKIT>
The easiest thing to do would be to copy the very first entry, like in the spoiler above, and edit it as you see fit. The only problem you're going to have is if you're not sure of an items size in game. The toughest part is being fairly familiar with the LBE layouts so that everything will have somewhere to go.
Edit: This is assuming you are using NIV. If you are using the OIV, it's only the first entry that will count and the 4 Big/8 Small matters more as that is all that can be carried and is more intuitive. I also presumed you understood how the Armour/Main Gun/LBE entries work.
[Updated on: Tue, 15 September 2020 14:49] Report message to a moderator
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Re: So, how do those new LBEs work?[message #363549 is a reply to message #361249]
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Fri, 30 July 2021 20:13
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jgaleazz |
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Messages:8
Registered:October 2008 |
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silversurfer wrote on Sat, 12 September 2020 18:14I Like the carabiners. I use them to store gas masks, canteens, wire cutters, handcuffs or binoculars, basically anything that can be placed on a hook.
This. My only complaint is that the carabiners only hold one item each. I too use them to hold gas masks, etc. Particularly when the LBE comes with a carabiner slot built in.
my only complaint is that they only hold one item each, unless I'm mistaken.
If your LBE doesn't have a built in carabiner you need to add a carabiner to the slot then add the desired item to the carabiner slot.
Also I've dabbled in customizing the LBE load out (the medic situation is a great example) and had fun yet frustration as well. There are so many options and so many combinations, not to mention the MOLLE vs other systems.
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Private
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Re: So, how do those new LBEs work?[message #363588 is a reply to message #363549]
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Thu, 12 August 2021 17:31
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Gopan |
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Messages:390
Registered:June 2016 Location: Norway |
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A few words on carabiners
Carabiners, whether fixed or attached on LBE, can accept a small variety of items, such as bottles, vanilla gas masks for certain and maybe some 1.13 masks depending on the mod. Along the same lines there may be other items such as spring, rod or spring+rod and handcuffs. Always depending on which mod we are using. One thing that is universal in all of the mods that involve LBE and carabiners, is that the carabiners, whether fixed or attached to LBE, they affect your stealth negatively. You can see it in detailed interface, can be toggled at the in-game options.
Nipson anomimata mi monan opsinReport message to a moderator
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Master Sergeant
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Re: So, how do those new LBEs work?[message #365791 is a reply to message #361201]
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Thu, 28 September 2023 23:46
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B1TM4ST3R |
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Messages:11
Registered:September 2023 |
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I just wanted to say that you absolutely nailed it with the MOLLE system and thanks for your work in implementing it all! I had a great time customizing my guys and experimenting with it, i urge ppl to just create a save point and then order a boat load of LBE gear just to experiment and see what you can and can't do.. My standard setup is i will have 2 carabiners on each leg rig and 2 on the vest itself.. You can never have enough carabiners, IMO they are one of the most essential pieces of equipment! On a playthrough now where i will give Russian special forces vests to most of my guys and a black MOLLE vest to my machinegunners.. 2 carabiners on each leg rig is always standard though! Those Russian special forces vests i realized are really good because you can fit almost anything in their ammo pouches! Will take the Russian vests over the TT ones anyday.
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