Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » UC/DL 1.13 & AFS » Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 2018/11/04)
|
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #340637 is a reply to message #340626]
|
Tue, 21 April 2015 05:30 
|
|
M16AMachinegun |
 |
Messages:304
Registered:September 2013 |
|
|
Been having issues commanding militia to move.
A group of 20 militia got "stuck" in the sector west of mid-Drassen, i had to wait until an enemy patrol (or two) came out and killed some of the militia for whatever movement orders to be canceled.
I also had a militia group one sector east of SE Alma that got 'stuck'; apparently i'd given them orders, because i was later able to cancel their "orders" and subsequently order them back into town.
Some error messages i got:
Toggle Spoiler[ T96ZZ-2CQQ1-SJJXJ-ZBY8H-GIMDP ]
[8.93875e-006] :
[ 56FER-501FD-MQOY1-9LNQE-407XW ]
[918.798] : ERROR : ========== Mon Apr 20 03:14:36 2015 ==========
File : ..\src\Core\vfs_file_raii.cpp
Line : 34
Location : vfs::COpenReadFile::COpenReadFile
file "SOUNDS\Ceramic Armour Insert.wav" does not exist
[918.799] : ERROR : ========== Mon Apr 20 03:14:36 2015 ==========
File : ..\src\Core\vfs_file_raii.cpp
Line : 34
Location : vfs::COpenReadFile::COpenReadFile
file "SOUNDS\Ceramic Armour Insert.wav" does not exist
[990.184] : ERROR : ========== Mon Apr 20 03:15:48 2015 ==========
File : ..\src\Core\vfs_file_raii.cpp
Line : 34
Location : vfs::COpenReadFile::COpenReadFile
file "SOUNDS\Ceramic Armour Insert.wav" does not exist
[990.185] : ERROR : ========== Mon Apr 20 03:15:48 2015 ==========
File : ..\src\Core\vfs_file_raii.cpp
Line : 34
Location : vfs::COpenReadFile::COpenReadFile
file "SOUNDS\Ceramic Armour Insert.wav" does not exist
[991.688] : ERROR : ========== Mon Apr 20 03:15:49 2015 ==========
File : ..\src\Core\vfs_file_raii.cpp
Line : 34
Location : vfs::COpenReadFile::COpenReadFile
file "SOUNDS\Ceramic Armour Insert.wav" does not exist
[991.689] : ERROR : ========== Mon Apr 20 03:15:49 2015 ==========
File : ..\src\Core\vfs_file_raii.cpp
Line : 34
Location : vfs::COpenReadFile::COpenReadFile
file "SOUNDS\Ceramic Armour Insert.wav" does not exist
[1134.2] : ERROR : ========== Mon Apr 20 03:18:12 2015 ==========
File : ..\src\Core\vfs_file_raii.cpp
Line : 34
Location : vfs::COpenReadFile::COpenReadFile
file "SOUNDS\Ceramic Armour Insert.wav" does not exist
[1134.21] : ERROR : ========== Mon Apr 20 03:18:12 2015 ==========
File : ..\src\Core\vfs_file_raii.cpp
Line : 34
Location : vfs::COpenReadFile::COpenReadFile
file "SOUNDS\Ceramic Armour Insert.wav" does not exist
[4194.8] : ERROR : File : vobject.cpp
Line : 922
Location : BltVideoObjectToBuffer
No Source Object
Report message to a moderator
|
Master Sergeant
|
|
|
|
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #340643 is a reply to message #340642]
|
Tue, 21 April 2015 14:14 
|
|
M16AMachinegun |
 |
Messages:304
Registered:September 2013 |
|
|
@ Flugente: 7816 SCI
Error:
*** Tue Apr 21 07:14:54 2015 ***
[ GHXAY-MR00S-GP35E-VB6P5-XTT9W ]
[7.94561e-006] :
Where do i download the new exe? I'm familiar with downloading depri's full builds, but not about how to update to a new exe
Crepitus @ Drassen Mine (above ground/ground level)
Unhandled Exception. Unable to Recover.
*** Tue Apr 21 12:32:42 2015 ***
[ F4OWG-0UTS2-USRDG-QWO4Z-W8OK8 ]
[1.35737e-005] :
Edit 2: LMGs fed from vest leave "magazines" with 0 rounds on occasion.
Edit 3: Attempted to move to SW Cambria from SE Cambria, got this error after the interface glitched out:
*** Tue Apr 21 13:50:23 2015 ***
[ YOJ3P-1XVOW-2PUM9-XH76X-04D1D ]
[8.27667e-006] :
Edit 4: Drassen Mine Sublevel 1: Theres a 5.56mm ap mag and a .45 smg mag (17 rounds) that's out of bounds to the left of the map, and further more they keep duplicating whenever i look at the sector inventory
*** Tue Apr 21 14:29:27 2015 ***
[ 09RPY-9V059-51DOU-YUNOM-0WTWD ]
[7.94561e-006] :
Edit 5: Unable to continue in Drassen Mine (D13-1); where's the map exit to the south so i can continue?
edit 6: ...found it, the icon doesnt' pop up unless my cursor is LITERALLY outside the game window
https://www.dropbox.com/s/dlw5sqbyyfxaryo/Unable%20to%20travel%20south.png?dl=0
Edit 7: Found a work-around, had to play in Full Screen; and even then it only works when i have my cursor at the VERY EDGE of the screen/map. I can continue now.
Edit 8: TDI vector 2 round burst sound is too long; sounds like its shooting 5+ rounds. Additionally, no sound for auto fire.
Edit 9: Well now i can't load Drassen South and leave the mine. Even just loading the map normally causes the game to hang.
*** Wed Apr 22 01:41:46 2015 ***
[ V44TO-53OB3-U9996-6LV8C-8ORE9 ]
[8.60766e-006] :
Edit 10: There's gotta be something wrong with the militia in D13 Drassen Mine in my save; I flew in the only merc i have that isn't actually underground to test if maybe it was the militia that was causing problems. Sure enough, i tried to order the militia to another sector and now my game's hanging
Edit 11: Yep! I used the traditional way to move militia within a town and now Drassen Mine is loading. Phew.
[Updated on: Wed, 22 April 2015 09:31] Report message to a moderator
|
Master Sergeant
|
|
|
|
|
|
|
|
|
|
|
|
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #341210 is a reply to message #341207]
|
Thu, 28 May 2015 14:19 
|
|
M16AMachinegun |
 |
Messages:304
Registered:September 2013 |
|
|
Bug with possible .ini fix: I increased the number of militia that can be in a sector to 32, but when i attempt to order them to move, the group shrinks to 20, and i lose 12 militiamen.
Fix found: just had to set
MAX_STRATEGIC_ENEMY_GROUP_SIZE = 32
[Updated on: Thu, 28 May 2015 14:21] Report message to a moderator
|
Master Sergeant
|
|
|
|
|
|
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #341220 is a reply to message #340939]
|
Thu, 28 May 2015 22:39 
|
|
Wil473 |
  |
Messages:2813
Registered:September 2004 Location: Canada |
|
|
mr_clark wrote on Sun, 10 May 2015 05:46Just playing a little and found something that's been bothering me for a while: The description of the M-LBE Holster says "[Can hold] a large sidearm with sound suppressor attached". Well, it can't. So I'd appreciated either an updated description or, a holster that can actually do that.
[For me personally, the current utility of the holster is limited. "Offensive" sidearm use requires a supressor, and pure backup pieces hardly ever justify a holster as they fit anywhere ;)]
Yes, the item description for 1653 "M-LBE Holster" is quite misleading. For future releases (tomorrow's UC-1.13 Experimental for instance) the description will read:
Quote:"M-LBE pouches fit all major modular webbing systems, and even some belts. This basic holster may be attached on either a leg rig, vest/chest rig, or pack."
The description originally found on item 1653 is now used on item 1677 "M-LBE - SpecOps Holster" (formerly "M-LBE - Russian Pistol Holster"). The pocket used on 1677 is the same as the "SpecOps Holster" leg rig, which should allow for large pistols with suppressors. This also standardizes the naming convention, usage of "SpecOps" in a holster's name in-game implies it will allow pistols with a suppressor attached.
More weapon features and upgrade options, via (mis)use of v1.13 for vanilla Arulco, Dedrianna Lives! and Urban Chaos campaigns.Report message to a moderator
|
|
|
|
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #341222 is a reply to message #341220]
|
Thu, 28 May 2015 23:09 
|
|
mr_clark |
  |
Messages:47
Registered:December 2011 Location: Potsdam, Germany |
|
|
Wil473 wrote on Thu, 28 May 2015 21:39mr_clark wrote on Sun, 10 May 2015 05:46Just playing a little and found something that's been bothering me for a while: The description of the M-LBE Holster says "[Can hold] a large sidearm with sound suppressor attached". Well, it can't. So I'd appreciated either an updated description or, a holster that can actually do that.
[For me personally, the current utility of the holster is limited. "Offensive" sidearm use requires a supressor, and pure backup pieces hardly ever justify a holster as they fit anywhere ;)]
Yes, the item description for 1653 "M-LBE Holster" is quite misleading. For future releases (tomorrow's UC-1.13 Experimental for instance) the description will read:
Quote:"M-LBE pouches fit all major modular webbing systems, and even some belts. This basic holster may be attached on either a leg rig, vest/chest rig, or pack."
The description originally found on item 1653 is now used on item 1677 "M-LBE - SpecOps Holster" (formerly "M-LBE - Russian Pistol Holster"). The pocket used on 1677 is the same as the "SpecOps Holster" leg rig, which should allow for large pistols with suppressors. This also standardizes the naming convention, usage of "SpecOps" in a holster's name in-game implies it will allow pistols with a suppressor attached.
Awesome. Big thanks for that quick reaction and change!
Report message to a moderator
|
Corporal
|
|
|
|
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #341234 is a reply to message #341228]
|
Fri, 29 May 2015 17:45 
|
|
M16AMachinegun |
 |
Messages:304
Registered:September 2013 |
|
|
Possible bug: Shuriken not delivering Silent Kill when the same effect can be had 99% of the time with the same throw with a Bloody Throwing Knife
Does it only work until everyone's alerted to my presence? What if i hide for a while and hit a guy in the back?
[Updated on: Fri, 29 May 2015 18:26] Report message to a moderator
|
Master Sergeant
|
|
|
|
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #341258 is a reply to message #341247]
|
Sat, 30 May 2015 13:29 
|
|
M16AMachinegun |
 |
Messages:304
Registered:September 2013 |
|
|
So for @#$% and giggles I utterly exaggerated the skills_settings.ini to see what would happen
Toggle Spoiler; ;
; ***** *** * * ***** *** ;
; * * * * * * * * ;
; * *** * * * * *** ;
; * * * ***** * * * ;
; * * * * * * * *** ;
; ;
;*********************************;
[Generic Traits Settings]
;*********************************************************************************************************************** *******
; !IMPORTANT! - all following settings only work in games, where "New Trait System" was chosen.
;----------------------------------------------------------------------------------------------------------------------- -------
;*********************************************************************************************************************** *******
; Maximum number of Skill Traits available for player mercs. (Enemies and militia have always 2-3 traits max.)
; Values from 2 to 30 are allowed.
; WARNING: MAX_NUMBER_OF_TRAITS must be higher than NUMBER_OF_MAJOR_TRAITS_ALLOWED at least by 1.
; WARNING: MAX_NUMBER_OF_TRAITS_FOR_IMP must be higher than NUMBER_OF_MAJOR_TRAITS_ALLOWED_FOR_IMP at least by 1.
;----------------------------------------------------------------------------------------------------------------------- -------
MAX_NUMBER_OF_TRAITS = 30
; Number if Skill Traits available when creating IMP.
MAX_NUMBER_OF_TRAITS_FOR_IMP = 30
; Number of Major Trait slots allowed for player mercs.
; Values from 2 to 20 are allowed.
NUMBER_OF_MAJOR_TRAITS_ALLOWED = 20
; Number of Major Trait slots allowed when creating IMP.
; Values from 2 to 20 are allowed.
NUMBER_OF_MAJOR_TRAITS_ALLOWED_FOR_IMP = 20
; Do traits set minimum attributes when selected?
SET_MINIMUM_ATTRIBUTES_FOR_TRAITS = TRUE
;*********************************************************************************************************************** *******
; The following modifiers simply affects relevant weapons CtH (or dodging)
; keep in mind that all of this can be compensated through skill traits
;----------------------------------------------------------------------------------------------------------------------- -------
ASSAULT_RIFLES_CTH_MODIFIER = -5
SNIPER_RIFLES_CTH_MODIFIER = -10
RIFLES_CTH_MODIFIER = -5
SMGS_CTH_MODIFIER = -5
LMGS_CTH_MODIFIER = -10
SHOTGUNS_CTH_MODIFIER = -5
PISTOLS_CTH_MODIFIER = -5
MACHINE_PISTOLS_CTH_MODIFIER = -5
ROCKET_LAUNCHERS_CTH_MODIFIER = -25
GRENADE_LAUNCHERS_CTH_MODIFIER = -25
MORTAR_CTH_MODIFIER = -60
THROWING_KNIVES_CTH_MODIFIER = -15
THROWING_GRENADES_CTH_MODIFIER = -10
HTH_ATTACK_CTH_MODIFIER = -15
CHANCE_TO_DODGE_HTH_MODIFIER = -10
KNIFE_ATTACK_CTH_MODIFIER = -10
CHANCE_TO_DODGE_KNIFE_MODIFIER = -10
;*********************************************************************************************************************** *******
; basic modifier to robot's CtH (technicians can compensate this)
;----------------------------------------------------------------------------------------------------------------------- -------
ROBOT_CTH_MODIFIER = -10
;*********************************************************************************************************************** *******
; CtH penalty to both shots if firing two weapons
;----------------------------------------------------------------------------------------------------------------------- -------
DUAL_SHOT_CTH_PENALTY = 25
;*********************************************************************************************************************** *******
; The following affects how much stamina is lost for relevant close combat attacks
; (zero is normal, minus means less breath lost than normal), keep in mind that
; martial arts can compensate this
;----------------------------------------------------------------------------------------------------------------------- -------
PERCENT_BREATH_LOSS_ON_HTH_ATTACK_MODIFIER = -10
PERCENT_BREATH_LOSS_ON_KNIFE_ATTACK_MODIFIER = -25
PERCENT_BREATH_LOSS_ON_BLUNT_MELEE_ATTACK_MODIFIER = -20
;*********************************************************************************************************************** *******
; this controls how many APs the aimed punches or knife-stabs cost
; The modifier presents a number multiplied by basic aim-click AP cost (usually 4) added
; to the original punch/stab APs.
; So "3" set here means +12 APs on top of basic punch/stab APs.
;----------------------------------------------------------------------------------------------------------------------- -------
MODIFIER_FOR_APS_ADDED_ON_AIMED_HTH_ATTACKS = 3
MODIFIER_FOR_APS_ADDED_ON_AIMED_BLADE_ATTACKS = 3
;*********************************************************************************************************************** *******
; decreases/increases effectiveness of certain assignments (compensated by some traits)
; negative value makes the assignment harder and vice versa
;----------------------------------------------------------------------------------------------------------------------- -------
DOCTORING_SPEED_MODIFIER = -25
BANDAGING_SPEED_MODIFIER = -25
REPAIRING_SPEED_MODIFIER = -25
TRAIN_MILITIA_MODIFIER = -10
TEACHING_OTHERS_MODIFIER = -15
LOCKPICKING_CHECK_MODIFIER = -10
;*********************************************************************************************************************** *******
; Modifiers for certain skill checks, negative values make the check harder
;----------------------------------------------------------------------------------------------------------------------- -------
ATTACHING_DETONATORS_CHECK_MODIFIER = -15
SET_EXPLOSIVES_CHECK_MODIFIER = -15
DISARM_EXPLOSIVE_TRAPS_CHECK_MODIFIER = -15
DISARM_ELECTRONIC_TRAPS_CHECK_MODIFIER = -15
ATTACH_SPECIAL_ITEMS_CHECK_MODIFIER = -15
;*********************************************************************************************************************** *******
; Damage resistance of tanks can be changed here, zero means normal, it is set to 40 by default
; to make Heavy Weapons trait more useful
;----------------------------------------------------------------------------------------------------------------------- -------
TANKS_DAMAGE_RESISTANCE_MODIFIER = 40
;*********************************************************************************************************************** *******
; This is the minimum damage a soldier can receive for stat loss to occur.
; The chance to loose any stat is also measured by this.
; Normally this was 30, we set it to half by default in STOMP, because we can repair stats now with doctor trait
;----------------------------------------------------------------------------------------------------------------------- -------
DAMAGE_NEEDED_TO_LOSE_STATS = 15
;*********************************************************************************************************************** *******
;*********************************************************************************************************************** *******
[Auto Weapons]
; Percentage APs reduction needed to fire LMGs on burst or autofire modes
FIRING_SPEED_BONUS_LMGS = 45
; CtH bonuses for specialization
BONUS_CTH_ASSAULT_RIFLES = 10
BONUS_CTH_SMGS = 10
BONUS_CTH_LMGS = 10
; Percentage reduction of auto fire penalty
AUTOFIRE_PENALTY_REDUCTION = 45
; Increased autofire control
; (in Ja2 1.13 this was 2, but better keep it around 4)
UNWANTED_BULLETS_REDUCTION = 5
; Percentage reduction for APs needed to ready/raise LMGs
PERCENT_AP_READY_LMG_REDUCTION = 40
;*********************************************************************************************************************** *******
;*********************************************************************************************************************** *******
[Heavy Weapons]
; Increased speed by percentage when firing
GRENADE_LAUNCHERS_FIRE_AP_REDUCTION = 40
ROCKET_LAUNCHERS_FIRE_AP_REDUCTION = 40
; CtH bonuses
BONUS_CTH_GRENADE_LAUNCHERS = 25
BONUS_CTH_ROCKET_LAUNCHERS = 25
; Percentage APs reduction needed to fire mortar
MORTAR_FIRE_AP_REDUCTION = 25
; Mortar CtH penalty percentage adjustment
MORTAR_CTH_PENALTY_REDUCTION = 50
; Damage to tanks increased by percentage
DAMAGE_TO_TANKS_PERCENT_BONUS = 30
; General damage except tanks increased by percentage
HW_DAMAGE_PERCENT_BONUS = 100
;*********************************************************************************************************************** *******
;*********************************************************************************************************************** *******
[Sniper]
; CtH bonus for specialization
BONUS_CTH_RIFLES = 10
BONUS_CTH_SNIPER_RIFLES = 20
; Reduced effective range to target for aim calculations
EFFECTIVE_RANGE_TO_TARGET_REDUCTION = 20
; Bonus to CtH per click for rifles
AIMING_BONUS_PER_CLICK_RIFLES = 20
; These two determines damage bonus beyond certain number of clicks. The second value means
; from which click included the damage bonus applies, can be also set to zero meaning you gain
; the bonus even without aiming
GUN_DAMAGE_BONUS_PER_CLICK = 5
GUN_DAMAGE_BONUS_FROM_NUM_CLICKS = 2
; Percentage bonus to speed when chambering new round in bolt action rifles
CHAMBER_ROUND_APS_REDUCTION = 25
; Bonus aim clicks for rifles (you should keep dynamic aiming
; ON for this to make sense)
POSSIBLE_AIM_CLICK_ADDED_RIFLES = 1
;*********************************************************************************************************************** *******
;*********************************************************************************************************************** *******
[Ranger]
; CtH bonus for specialization
BONUS_CTH_RIFLES = 10
BONUS_CTH_SHOTGUNS = 20
; Percentage APs reduction needed to pump shotguns
PUMP_SHOTGUNS_APS_REDUCTION = 40
; Percentage APs reduction to fire shotguns
FIRING_SPEED_BONUS_SHOTGUNS = 40
; This option increases possible aiming clicks for shotguns (you should keep dynamic aiming
; restriction ON for this to make sense)
POSSIBLE_AIM_CLICK_ADDED_SHOTGUNS = 1
; Percentage range bonus for shotguns
EFFECTIVE_RANGE_BONUS_SHOTGUNS = 40
; Percentage reload speed bonus for loading single shells in shotguns
RELOAD_SPEED_SHOTGUNS_MANUAL = 30
;*********************************************************************************************************************** *******
;*********************************************************************************************************************** *******
[Gunslinger]
; CtH bonus for specialization
BONUS_CTH_PISTOLS = 20
BONUS_CTH_MACHINE_PISTOLS = 10
; If this is true, the above bonus to CtH for machine pistols only applies on single shots
CTH_MP_EXCLUDE_AUTOFIRE = FALSE
; Bonus to CtH per click with pistols and machine pistols
AIMING_BONUS_PER_CLICK_HANDGUNS = 5
; Percentage APs reduction to fire pistols and revolvers
; You should consider that "15" means that expert gunslinger has the same bonus to firing
; speed as if you would place reflex sights on your gun. While no pistols are allowed to mount
; reflex sights, this gives them at least some compensation
FIRING_SPEED_BONUS_PISTOLS = 40
; Percentage bonus to pistols range
; (Well, this bonus can look weird, I know..)
EFFECTIVE_RANGE_BONUS_PISTOLS = 50
; Percentage APs reduction needed to ready/raise pistols and revolvers
PERCENT_AP_READY_PISTOLS_REDUCTION = 40
; Percentage APs reduction needed to reload pistols and such
RELOAD_SPEED_HANDGUNS_BONUS = 40
; This option increases possible aiming clicks for handguns (you should keep dynamic aiming
; restriction ON for this to make sense)
POSSIBLE_AIM_CLICK_ADDED_HANDGUNS = 1
;*********************************************************************************************************************** *******
;*********************************************************************************************************************** *******
[Martial Arts]
; Percentage APs reduction needed for a HtH attack.
; Doesn't work if you have weapon in your hands such as nunchaku/baton. Only brass knuckles
; are allowed for this.
PUNCH_APS_REDUCTION = 40
; CtH bonus for specialization with bare hands
BONUS_CTH_BARE_HANDS = 30
; CtH bonus for specialization with brass knuckles
BONUS_CTH_KNUCKLES = 25
; Percent bonus to HtH damage
BONUS_HTH_DAMAGE = 30
; Percentage bonus to target's energy loss due to your HtH attacks
BONUS_HTH_BREATH_DAMAGE = 30
; This option controls how long it takes the enemy before they start to regain their lost energy
; when hit by your martial artist. "100" means they are knocked out and the enemy can stay down even 12
; turns before getting up.
LOST_BREATH_REGAIN_PENALTY = 100
; Percentage bonus to damage dealt with aimed punches or spinning kicks
; aimed punches already has +50% bonus, so this is on top of it (+100% with one level of trait, +150% with two)
AIMED_PUNCH_DAMAGE_BONUS = 50
; CtH bonus with aimed punches or spinning kicks.
; Right now, the CtH bonus with aimed punch for anyone is +20%, you can however modify that
; for martial artists here as you like. (I would prefer to make it slightly lesser accurate to
; compensate the huge damage it deals.)
AIMED_PUNCH_CTH_MODIFIER = 0
; Bonus chance to dodge HtH attacks no matter what you're carrying in your hands
BONUS_CHANCE_TO_DODGE_HTH = 30
; Extra chance to dodge if bare handed
ONTOP_BONUS_CTD_HTH_WITH_BARE_HANDS = 5
; Extra chance to dodge if wielding brass knuckles
ONTOP_BONUS_CTD_HTH_WITH_KNUCKLES = 0
; Extra chance to dodge blades and blunt melee weapons
BONUS_CHANCE_TO_DODGE_MELEE = 20
; Percentage APs reduction when grabbing enemy weapons from their hands
APS_TO_STEAL_WEAPON_REDUCTION = 40
; Percentage APs reduction needed to crouch, go prone, and stand up
APS_CHANGE_STANCE_REDUCTION = 25
; Percentage APs reduction needed to turn around
APS_TURN_AROUND_REDUCTION = 25
; Percentage APs reduction needed to climb on/off roofs and jump fences
APS_CLIMB_OR_JUMP_REDUCTION = 25
; Reduced chance to be interrupted by enemies when charging towards them (in their direction)
; This is only applyable when using Improved Interrupt System, the merc must be within 7 tiles and holding
; nothing or a blade in his hands
REDUCED_CHANCE_TO_BE_INTERRUPTED_WHEN_CHARGING_IN = 40
; Extra chance to knock open doors
CHANCE_KICK_DOORS_BONUS = 25
; If set to true, you may gain fancy martial arts animations only if chosen "Martial Arts" as both major traits
PERMIT_EXTRA_ANIMATIONS_TO_EXPERT_MARTIAL_ARTS_ONLY = TRUE
;*********************************************************************************************************************** *******
;*********************************************************************************************************************** *******
[Squadleader]
; Determines the proximity mercs have to be in order to receive bonuses from the squadleader (in tiles)
BONUSES_RADIUS_NORMAL = 10
; If both squadleader and the soldier wear extended ears(or similar devices), the proximity is increased to this value tiles
BONUSES_RADIUS_EXTENDED_EAR = 30
; Max number of active bonuses from squadleaders/deputies for a single soldier
MAX_STACKABLE_BONUSES = 4
; Percentage bonus for mercs' max APS in squadleader's vicinity
BONUS_APS_PERCENT_IN_RADIUS = 5
; Bonus to XP level for mercs in squadleader's vicinity
EFFECTIVE_LEVEL_OF_OTHERS_IN_RADIUS = 1
; Effective level value of squadleader is increased by this value when acting as "psychic support" for suppression tolerance of nearby soldiers
; The option "NEARBY_FRIENDLIES_AFFECT_TOLERANCE" must be set TRUE for this to work (in JA2_Options.ini)
EFFECTIVE_LEVEL_AS_STANDBY = 1
; Bonus to the ability to trigger collective interrupts (works with Improved Interrupt System only)
TRIGGER_COLLECTIVE_INTERRUPTS_BONUS = 20
; Bonus to suppression tolerance for the squadleader and teammates in his vicinity
OVERALL_SUPRESSION_BONUS_PERCENT = 20
; Bonus to morale gain for mercs in vicinity
MORALE_GAIN_BONUS = 2
; Morale goes down slower if squadleader is in vicinity
MORALE_LOSS_REDUCTION = 2
; Squadleader's resistance to fear percentage
SL_FEAR_RESISTANCE = 50
; Multiplier effecting morale loss in case of squadleader's death
SL_DEATH_MORALE_LOSS_MULTIPLIER = 1
;*********************************************************************************************************************** *******
;*********************************************************************************************************************** *******
[Technician]
; Percentage bonus to repair speed
REPAIR_SPEED_BONUS_PERCENT = 100
; Percentage bonus to lockpicking including electronic locks
LOCKPICKING_BONUS = 30
; Percentage bonus to disarming electronic traps
DISARMING_ELECTRONIC_TRAPS_BONUS = 40
; Percentage bonus to attaching and merging items
COMBINING_ITEMS_BONUS = 40
; Percentage bonus to unjamming weapons
UNJAMMING_GUN_BONUS = 40
; Penalty to repair speed of electronics is reduced by this percentage
REPAIR_ELECTRONICS_PENALTY_REDUCTION = 50
; Increases the chance to find hidden traps and mines
EFFECTIVE_LEVEL_TO_FIND_TRAPS_BONUS = 2
; Bonus CtH when controlling the robot
ROBOT_CTH_BONUS = 10
; Repairing speed of the robot is penalized, but this number reduces percentually this penalty
REPAIR_SPEED_ROBOT_PENALTY_REDUCTION = 33
; How many technician traits are needed to be able to repair the robot. (0 = everyone can repair it; 1 = technicians and engineers; 2 = engineers only)
NUMBER_TRAITS_TO_BE_ABLE_TO_REPAIR_THE_ROBOT = 1
;*********************************************************************************************************************** *******
;*********************************************************************************************************************** *******
[Doctor]
; How many doctor traits are needed to be able to perform surgery.
; Value can be 0, 1 or 2 :
; 0 - Everyone can do a surgery, but can only heal BASE_PERCENT_SURGERY_HEAL percent of lost health
; 1 - Only Paramedics and doctors can perform the surgery
; 2 - Only Doctors can perform the surgery
NUMBER_OF_TRAITS_NEEDED_FOR_SURGERY = 1
; How many life can be restored by surgery from every wound is based on these two values.
; The percent health healable is : ( base_percent_surgery_heal + <num of doctor traits merc has> * ontop_percent_surgery_heal_per_trait )
BASE_PERCENT_SURGERY_HEAL = 10
ONTOP_PERCENT_SURGERY_HEAL_PER_TRAIT = 20
; Determines the percentage of medical supplies are used for surgery
MEDICAL_BAG_CONSUMPTION_BY_SURGERY = 50
; Pacients stamina points lost per percents of life point healed
MAX_ENERGY_LOSS_FOR_LIFE_HEALED = 100
; The speed rateof stat repairing is : ( repair_stats_rate_basic + <num of doctor traits merc has> * repair_stats_rate_ontop )
; (With values 20 and 40, this means that paramedic has a rate of 60, Doctor a rate of 100.)
REPAIR_STATS_RATE_BASIC = 20
REPAIR_STATS_RATE_ONTOP = 40
; Percentage reduction of repairing lost stats speed if healing health at the same time
REPAIR_STATS_RATE_REDUCTION_IF_ALSO_HEALING = 50
; Percentage reduction of healing health speed if repairing lost stats at the same time
HEALING_RATE_REDUCTION_IF_ALSO_REPAIRING_STATS = 50
; Display message about regaining stats
SHOW_MESSAGE_ABOUT_STATS_REGAINED = TRUE
; Percentage bonus to doctor assignment effectiveness
DOCTOR_ASSIGNMENT_BONUS_PERCENT = 25
; Percentage bonus to bandaging speed
BANDAGING_SPEED_PERCENT = 30
; Percentage bonus to natural regeneration speed for other mercs in the same sector
NATURAL_REGENERATION_IN_SECTOR_BONUS = 10
; Max stackable Paramedic(Doctor is counted for two) traits for regeneration of nearby mercs
MAX_NATURAL_REGEN_BONUSES = 4
;*********************************************************************************************************************** *******
;*********************************************************************************************************************** *******
[Ambidextrous]
; CtH penalty when dual shooting is reduced by this many percents
PENALTY_TO_SHOOT_DOUBLE_GUNS_REDUCTION = 100
; Percentage bonus to reload speed for all magazine weapons
RELOAD_SPEED_WITH_MAGAZINE_BONUS = 50
; Percentage bonus to reload speed for all loose rounds weapons
RELOAD_SPEED_WITH_LOOSE_ROUNDS_BONUS = 50
; Percentage bonus to item pickup speed
PICK_ITEM_AP_REDUCTION = 66
; Percentage bonus to speed when using a backpack
WORK_BACKPACK_AP_REDUCTION = 66
; Percentage bonus to speed when handling doors
HANDLE_DOORS_AP_REDUCTION = 66
; Percentage bonus to speed when using bombs
HANDLE_BOMBS_AP_REDUCTION = 66
; Percentage bonus to speed when merging items
ATTACH_ITEMS_AP_REDUCTION = 66
;*********************************************************************************************************************** *******
;*********************************************************************************************************************** *******
[Melee]
; Percentage bonus to speed when using blades
BLADE_ATTACK_APS_REDUCTION = 75
; CtH bonus when using blades
CTH_BLADES_BONUS = 60
; CtH bonus when using blunt weapons (except brass knuckles)
CTH_BLUNT_WEAPONS_BONUS = 50
; Percentage bonus to damage when using all blades
DAMAGE_BONUS_BLADES = 80
; Percentage bonus to damage when using blunt weapons (except brass knuckles)
DAMAGE_BONUS_BLUNT_WEAPONS = 80
; Percentage bonus to damage when using an aimed attack in melee
AIMED_MELEE_ATTACK_DAMAGE_BONUS = 100
; Percentage bonus to dodge a blade attack
BONUS_CHANCE_TO_DODGE_BLADES = 30
; Extra Percentage bonus to dodge a blade attack if wielding a blade
ONTOP_CHANCE_TO_DODGE_BLADES_WITH_BLADE = 20
; Percentage bonus to dodge a blunt weapon attack
BONUS_CHANCE_TO_DODGE_BLUNT_WEAPONS = 20
; Extra Percentage bonus to dodge a blunt weapon attack if wielding a blade
ONTOP_CHANCE_TO_DODGE_BLUNT_WITH_BLADE = 10
;*********************************************************************************************************************** *******
;*********************************************************************************************************************** *******
[Throwing]
; Percentage bonus to speed when throwing blades
THROW_BLADE_APS_REDUCTION = 50
; Percentage bonus to max range when throwing blades
TH_BLADES_RANGE_BONUS = 50
; CtH bonus when throwing blades
TH_BLADES_CTH_BONUS = 50
; CtH bonus per aim click
TH_BLADES_CTH_BONUS_PER_AIM_CLICK = 5
; Percentage bonus to damage when throwing blades
TH_BLADES_DAMAGE_BONUS = 30
; Percentage bonus to damage per aim click when throwing blades
TH_BLADES_DAMAGE_BONUS_PER_AIM_CLICK = 10
; Percentage bonus to inflict a critical hit when throwing blades if not detected by enemy
TH_BLADES_SILENT_CRITICAL_HIT_CHANCE = 50
; Critical hit damage multiplier bonus
SILENT_CRITICAL_HIT_MULTIPLIER_BONUS = 2
; Bonus aim clicks when throwing knives
POSSIBLE_AIM_CLICK_ADDED_TH_KNIVES = 1
;*********************************************************************************************************************** *******
;*********************************************************************************************************************** *******
[Night Ops]
; Bonus to sight range in dark
SIGHT_RANGE_BONUS_IN_DARK = 2
; General bonus to hearing range (everytime)
BASIC_HEARING_RANGE_BONUS = 1
; Added hearing range bonus when on dark places
ONTOP_HEARING_RANGE_BONUS_IN_DARK = 2
;Increased chance to get interrupts during night time
INTERRUPTS_BONUS_IN_DARK = 2
;Stamina burn decreased
NEED_FOR_SLEEP_REDUCTION = 3
;*********************************************************************************************************************** *******
;*********************************************************************************************************************** *******
[Stealthy]
; The amount of APs added for sneaking is reduced by this percentage
STEALTH_MODE_SPEED_BONUS = 66
; Percentage bonus to move silently
BONUS_TO_MOVE_STEALTHILY = 66
; Percentage bonus to overall stealth, which gives better cover.
STEALTH_BONUS = 40
; Chance to be interrupted by enemies (only applyable when using Improved Interrupt System)
REDUCED_CHANCE_TO_BE_INTERRUPTED = 40
; Cover penalty for moving is reduced by this value percentually
CHANCE_TO_BE_SPOTTED_FOR_MOVING_REDUCTION = 50
;*********************************************************************************************************************** *******
;*********************************************************************************************************************** *******
[Athletics]
; Percentage bonus when moving
APS_NEED_FOR_MOVEMENT_REDUCTION = 66
; Percentage bonus to stamina burn when moving
BPS_SPENT_FOR_MOVEMENT_REDUCTION = 75
;*********************************************************************************************************************** *******
;*********************************************************************************************************************** *******
[Bodybuilding]
; Percentage bonus to damage resistance
DAMAGE_RESISTANCE = 75
; Percentage bonus to max carrying weight capacity
CARRY_WEIGHT_BONUS = 100
; Percentage reduction of stamina loss when hit by HtH attack
BREATH_LOSS_FOR_HTH_HIT_REDUCTION = 90
; Percentage bonus to knock down resistance if hit in legs
INCREASE_DAMAGE_NEEDED_TO_FALL_DOWN_IF_HIT_TO_LEGS = 200
;*********************************************************************************************************************** *******
;*********************************************************************************************************************** *******
[Demolitions]
; Bonus CtH when throwing grenades
CTH_WHEN_THROWING_GRENADES = 30
; Percentage APs reduction when throwing grenades
APS_NEEDED_TO_THROW_GRENADES_REDUCTION = 66
; Percentage bonus to max range when throwing grenades
MAX_RANGE_TO_THROW_GRENADES = 50
; Percentage bonus to damage inflicted by bombs and mines
DAMAGE_OF_PLACED_BOMBS_AND_MINES = 25
; Percentage bonus to attaching detonators to bombs
ATTACH_DETONATOR_CHECK_BONUS = 50
; Percentage bonus when planting bombs and mines
PLANT_AND_REMOVE_BOMBS_AND_MINES_BONUS = 50
; Makes bombs and mines harder to detect by enemies
PLACED_BOMBS_AND_MINES_DETECTION_DIFFICULTY_BONUS = 5
; Increased chance of using shaped charge successfully
SHAPED_CHARGE_DAMAGE_MULTIPLIER = 3
;*********************************************************************************************************************** *******
;*********************************************************************************************************************** *******
[Teaching]
; Percentage bonus to speed when training militia
BONUS_TO_TRAIN_MILITIA = 100
; Percentage bonus to leadership when determining effectiveness
EFFECTIVE_LEADERSHIP_FOR_MILITIA_TRAINING = 100
; Percentage bonus to speed when teaching other mercs
BONUS_TO_TEACH_OTHER_MERCS = 75
; Bonus points to skill when teaching said skill
EFFECTIVE_SKILL_VALUE_TO_TEACH_OTHERS_BONUS = 25
; Percentage bonus to speed when practicing self.
BONUS_ON_PRACTISING = 50
;*********************************************************************************************************************** *******
;*********************************************************************************************************************** *******
[Scouting]
; Bonus to sight range when using stand alone scopes or binoculars
SIGHT_RANGE_INCREASED_WITH_BINOCULARS = 50
; Bonus to sight range with scopes attached to weapons
SIGHT_RANGE_INCREASED_WITH_SCOPES = 30
; Percentage reduction to tunnel vision when using binoculars or stand alone scopes
TUNNEL_VISION_REDUCED_WITH_BINOCULARS = 40
; Ability to detect enemy presence in adjacent sectors
CAN_DETECT_ENEMY_PRESENSE_IN_SECTORS_AROUND = TRUE
; Ability to determine exact enemy numbers in adjacent sectors
CAN_DETERMINE_ENEMY_NUMBERS_IN_SECTORS_AROUND = TRUE
; Ability to detect enemy presence in sectors adjacent diagonally
ALLOW_DETECTION_IN_DIAGONAL_SECTORS = FALSE
; Ability to prevent enemy ambushes
PREVENTS_ENEMY_AMBUSHES = TRUE
; Ability to prevent bloodcat ambushes
PREVENTS_BLOODCATS_AMBUSHES = TRUE
; Display message if an ambush has been prevented
SHOW_MESSAGE_IF_AMBUSH_PREVENTED = TRUE
;*********************************************************************************************************************** *******
;*********************************************************************************************************************** *******
[Covert Ops]
; Bonus to cth with covert melee weapons
COVERT_MELEE_CTH_BONUS = 40
; Bonus chance to perform instakill with covert melee weapons
COVERT_MELEE_INSTAKILL_BONUS = 35
; AP reduction for disguise action in percent
COVERT_DISGUISE_PERCENT_AP_REDUCTION = 20
; if an enemy gets closer than this, he will inspect your equipment much more thorough
COVERT_CLOSE_DETECTION_RANGE = 10
; if disguised as a soldier, we will still be caught if we are this close to a fresh corpse
COVERT_CLOSE_DETECTION_RANGE_SOLDIER_CORPSE = 5
; elites can uncover a spy if disguised as an admin or regular soldier
; officers (see [Tactical Enemy Role Settings] in JA2_Otions.ini) can uncover any spy disguised as a soldier
; this works if they see the spy, their level exceeds the spies level + covert trait level,
; and they are closer than COVERT_ELITES_UNCOVER_RADIUS tiles
COVERT_ELITES_UNCOVER_RADIUS = 6
; if set to TRUE, disguises will blow if you are bleeding and close to the enemy
COVERT_DETECTEDIFBLEEDING = FALSE
;*********************************************************************************************************************** *******
;*********************************************************************************************************************** *******
[Radio Operator]
; artillery skill can be used (works for all teams)
RADIO_OPERATOR_ARTILLERY = TRUE
; incoming artillery shells don't land in a massive barrage, but over several turns. If you use this, it is necessary that you
; increase <ubDuration> of the signal smoke in Explosives.xml. Otherwise your own artillery will target the operator once the
; smoke runs out!
RADIO_OPERATOR_ARTILLERY_DISTRIBUTED_OVER_TURNS = FALSE
; artillery can be called every x minutes from a sector. Does not apply if mercs fire the shells
RADIO_OPERATOR_ARTILLERY_SECTOR_FREQUENCY = 120
; AI artillery: number of mortars is number of soldiers divided by this
RADIO_OPERATOR_MORTAR_COUNT_DIVISOR = 6
; AI artillery: number of shells is mortar points divided by this
RADIO_OPERATOR_MORTAR_SHELL_DIVISOR = 30
; AI artillery: the total sum of mortars points is determined by the quality of soldiers
RADIO_OPERATOR_MORTAR_POINTS_ADMIN = 10
RADIO_OPERATOR_MORTAR_POINTS_TROOP = 15
RADIO_OPERATOR_MORTAR_POINTS_ELITE = 25
; artillery shells land within a x tiles radius of their target
RADIO_OPERATOR_MORTAR_RADIUS = 10
; the initial signal shell lands within x tiles radius of their target
RADIO_OPERATOR_MORTAR_SIGNAL_SHELL_RADIUS = 2
; scan assignment: detect enemies up to x sectors away
RADIO_OPERATOR_ASSIGNMENT_SCAN_BASE_RANGE = 5
; we can use our radio set to listen, this will greatly enhance our hearing, but makes it easier to interrupt us
RADIO_OPERATOR_LISTENING_HEARING_BONUS = 20
; if frequencies are jammed, bombs cannot be activated/defused by remote
RADIO_OPERATOR_JAMMING_BLOCKSRADIOBOMBS = FALSE
; if a enemy radio operators jams frequencies, there is a 5% chance that he will activate remote bombs/defuses
RADIO_OPERATOR_ENEMY_JAMMINGSETSOFFRADIOBOMBS = TRUE
;*********************************************************************************************************************** *******
;*********************************************************************************************************************** *******
[Snitch]
; Base chance that snitch will inform about certain event (in percents)
BASE_CHANCE = 50
; How much chance is increased by relation between snitch and target (0.0 - 10.0)
; Note: by default relations are rated from -25 (hated) to 25 (buddy)
MERC_OPINION_ABOUT_SNITCH_BONUS_MODIFIER = 1.0
; How much chance is decreased by relation between snitch and target (0.0 - 10.0)
; Note: by default relations are rated from -25 (hated) to 25 (buddy)
SNITCH_OPINION_ABOUT_MERC_BONUS_MODIFIER = 0.5
; How much chance is increased, depending on snitch's leadership skill (0.0 - 10.0)
SNITCH_LEADERSHIP_BONUS_MODIFIER = 0.5
; Bonus to chance if merc is sociable (-100 - 100)
SOCIABLE_MERC_BONUS = 10
; Bonus to chance if merc is loner (-100 - 100)
LONER_MERC_BONUS = -10
; Bonus to chance if snitch and merc are on the same assignment (-100 - 100)
SAME_ASSIGNMENT_BONUS = 20
; For reports "merc hates merc" final chance is proportional to dislike in range between treshold (0%) and -25(100%)
; (-25 - 25)
MERC_OPINION_ABOUT_MERC_TRESHOLD = -10
; Reputation gain per day if snitch is happy (0 - 100)
PASSIVE_REPUTATION_GAIN = 3
; Hearing range bonus (0 - 100)
HEARING_RANGE_BONUS = 1
; Undercover snitch interrogation effectivness multiplier (compared to normal interrogation) (0.0 - 10.0)
PRISON_SNITCH_INTERROGATION_MULTIPLIER = 3.0
; Undercover snitch guarding effectivness multiplier (compared to normal guards) (0.0 - 10.0)
PRISON_SNITCH_GUARD_STRENGTH_MULTIPLIER = 3.0
;*********************************************************************************************************************** *******
;*********************************************************************************************************************** *******
[Survival]
; Strategic map travel speed increased by a percentage if a survivalist is present in group
GROUP_TIME_SPENT_FOR_TRAVELLING_BY_FOOT_REDUCTION = 30
GROUP_TIME_SPENT_FOR_TRAVELLING_IN_VEHICLE_REDUCTION = 15
; Maximum of above travel time bonuses that can be stacked for one group (1 Survival = 1 bonus, 2 Survival = 2 bonuses etc.)
MAX_STACKABLE_LESS_TRAVEL_TIME_BONUSES = 2
; Percentage reduction of stamina burn when travelling
; (This only applies for survivalist himself.)
ENERGY_SPENT_TRAVEL_REDUCTION = 50
; Percentage of weather penalties reduced
WEATHER_PENALTIES_REDUCTION = 35
; Camouflage wear out percentage speed reduction
CAMO_WORNOUT_SPEED_REDUCTION = 75
; Survivalists can look out for tracks of people. This can be activated in the [Ctrl] + [C] menu.
; This is the maximum range at which one can spot tracks.
TRACKER_MAX_RANGE = 30
; per level of the trait, we can spot tracks at up to TRACKER_ABILITY % of TRACKER_MAX_RANGE. Values from 0 to 50, default 30.
TRACKER_ABILITY = 30
; reduce likelihood of getting diseases by x percent
; values from 0% to 100%
DISEASE_RESISTANCE = 10
; modifies how fast food is consumed, e.g. -50 means food consumption is lowered by 50%
; values from -100% to 100%
FOOD_CONSUMPTION = -20
DRINK_CONSUMPTION = -10
This is also with a 50 AP bonus for mercenaries btw
I did this primarily because I was tired of my whole "Character-Creation-Is-Great!-itis" i go through, constantly resetting to tweak one little something or other. I also did it because I didn't like that I was really only killing one or two dudes each round
Some thoughts:
Reload time on 7 round shotguns is more like 10 AP even though in-game it says "--" [Expert Hunter + Ambidextrious].
Assault rifles, SMGs, Sniper rifles, Rifles utterly sluggish now (as in unaffected). I want to find a way to tweak it so these are SLIGHTLY faster but obviously not to the extent that I've boosted EVERYTHING.
Some pistols take 2 AP to fire (out of 100) [Expert Gunslinger], competitive with the 3AP it takes to punch someone [Expert Hand-to-Hand]
With the KAC LMG + 4x Battle scope i can get about three 4-7 round bursts off, which is cool
[Updated on: Sat, 30 May 2015 13:30] Report message to a moderator
|
Master Sergeant
|
|
|
|
|
|
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #341294 is a reply to message #341285]
|
Mon, 01 June 2015 17:55 
|
|
M16AMachinegun |
 |
Messages:304
Registered:September 2013 |
|
|
Attempting to add a Commando Holster [with 1st aid kit, gas mask] onto a Commando Pants, then taking it back off creates a runtime error.
File :
Line : 0
Function :
vector<T> too long
Edit 1: same thing is happening without any items on either item. How strange
[Updated on: Mon, 01 June 2015 18:06] Report message to a moderator
|
Master Sergeant
|
|
|
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #341296 is a reply to message #341294]
|
Mon, 01 June 2015 18:11 
|
|
Sargeno |
 |
Messages:67
Registered:December 2001 Location: Oregon, USA |
|
|
M16AMachinegun wrote on Mon, 01 June 2015 07:55Attempting to add a Commando Holster [with 1st aid kit, gas mask] onto a Commando Pants, then taking it back off creates a runtime error.
File :
Line : 0
Function :
vector<T> too long
Edit 1: same thing is happening without any items on either item. How strange
I have the same issue with Commando and Striker vests adding the LBE to the vest and then trying to remove it created the same error in AFS and UC.
I didn't try DL but might be same across all three mods.
[Updated on: Mon, 01 June 2015 18:16] Report message to a moderator
|
Corporal
|
|
|
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #341303 is a reply to message #341296]
|
Tue, 02 June 2015 01:45 
|
|
M16AMachinegun |
 |
Messages:304
Registered:September 2013 |
|
|
Attempting to attach a A3 lower with a Acme Trigger Group to an Ares Shrike Upper destroys the trigger group.
This is easily fixed by setting the Shrike to Trigger - Add 3 Round Burst
...Additionally, I don't see a -A4 lower or LE901 lower variants.
[Updated on: Tue, 02 June 2015 02:00] Report message to a moderator
|
Master Sergeant
|
|
|
|
|
|
|
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #341379 is a reply to message #341378]
|
Tue, 09 June 2015 03:43 
|
|
Wil473 |
  |
Messages:2813
Registered:September 2004 Location: Canada |
|
|
wolf00 wrote on Mon, 08 June 2015 17:16wilf473:do you have experimental build [4.6] for afs & dl ? No experimentals for AFS and DL-1.13 until after ammo is added to existing calibres.
Plan:
- next UC-1.13 experimental with: Gun Parts LBE/new graphics, fixes to uppers, workaround to the weirdness with UC's Commando and Striker armour
- possibly a third experimental with some "quality of life/eye candy" changes to ammo crates
- add new ammo
- rebuild core mod for AFS and DL-1.13 for experimental release
- fix any map bugs caused by the new ammo, and another experimental UC-1.13
EDIT: Yeah, I should mention that I'm able to replicate the below...
M16AMachinegun wrote on Mon, 01 June 2015 09:55Attempting to add a Commando Holster [with 1st aid kit, gas mask] onto a Commando Pants, then taking it back off creates a runtime error.
File :
Line : 0
Function :
vector<T> too long
Edit 1: same thing is happening without any items on either item. How strange
Sargeno wrote on Mon, 01 June 2015 10:11M16AMachinegun wrote on Mon, 01 June 2015 07:55Attempting to add a Commando Holster [with 1st aid kit, gas mask] onto a Commando Pants, then taking it back off creates a runtime error.
File :
Line : 0
Function :
vector<T> too long
Edit 1: same thing is happening without any items on either item. How strange
I have the same issue with Commando and Striker vests adding the LBE to the vest and then trying to remove it created the same error in AFS and UC.
I didn't try DL but might be same across all three mods.
I'm seeing some interaction where the attached LBE causes the armour to display pockets. Workaround is to no longer have the Commando/Striker LBE stored on the armours. Instead, I'll be creating duplicate ("Original Inventory") armours that can item transform into the current amours (sans LBE attachments) and the associated LBE. All upgrades will have to be done to the OIV versions only (just like Original Urban Chaos). You'll be able to create the OIV Commando/Strikers by simply merging the LBE into the NIV armours.
[Updated on: Tue, 09 June 2015 03:50]
More weapon features and upgrade options, via (mis)use of v1.13 for vanilla Arulco, Dedrianna Lives! and Urban Chaos campaigns.Report message to a moderator
|
|
|
|
|
|
|
Re: Arulco Folding Stock Discussions & Bug Reports - (2013/04/20 - 20--/--/--)[message #341396 is a reply to message #341395]
|
Thu, 11 June 2015 01:02 
|
|
Wil473 |
  |
Messages:2813
Registered:September 2004 Location: Canada |
|
|
M16AMachinegun wrote on Wed, 10 June 2015 10:40Wil473 wrote on Wed, 10 June 2015 11:45[armour attached to LBE actually work as armour...
Yes, I was the one to request for the check, since plate-carriers exist and I wanted to, for example, have a plate carrier that would have a steel plate or something similar in it so at least theres SOME armor; you could go 'naked' that way with your snipers who you don't expect to get shot, especially since they'll be prone most of the time anyway
I thought it was part of the extended features v1.13 ported in from IoV/COSPlay when they abandoned the custom .exe route to return to the stock .exe. Then again, they had this feature specifically for their plate carrier LBE's.
Anyways what I plan on doing is to make the armour element of Striker and Commando armours a permanent attachment. Due to the fact that this is very exploitable, nothing (yet) coded to stop armour from being worn at the same time as the armoured LBE, the protection values will be slashed to between Kevlar and Guardian levels. Also, not sure how the pants will stack, you can have 2 LBE's and leggings with knee pads, but I'm almost certain that only one attachment will provide armour in that mix. Need an actual coder to field that one.
Original Urban Chaos concept for Striker and Commando was that it had pockets, lower protection, but better coverage. Basically it was meant to redistribute Spectra vest and pants. In UC-1.13, the "kits" will revert to being map drops only (just like original UC, I'm not sure if in a moment of weakness I made them buyable).
More weapon features and upgrade options, via (mis)use of v1.13 for vanilla Arulco, Dedrianna Lives! and Urban Chaos campaigns.Report message to a moderator
|
|
|
|
|
|
Pages (16): [ 12 ] |
 |
Goto Forum:
Current Time: Thu Jun 19 08:48:23 GMT+3 2025
Total time taken to generate the page: 0.02612 seconds
|