The Bears Pit There's Also a More Or Less Working Flamethrower Added, Which Is Still Work in Progress
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Subject: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Wed, 04 Nov 2009 12:23:49 GMT View Forum Message <> Reply to Message No better way to start Thread 4 than with Version 44. Thread 1 can be found here. Thread 2 here. Thread 3 here. Small FAQ: What is the Alpha_ Item_Mod_for_WF6.06? It's basically just what the title suggests, an add-on for the WF Mod for 1.13 that Jax and myself made. It's certainly not necessary in order to play the WF Mod, but it will add a bit of fun. I already made some hundreds of items, added lots of merges, reworked starting gear and enemy item choices, etc... The Mod in it's basic configuration needs an .exe for the 100AP system, as all items have their usage costs adjusted to this. So, if you experience any problems with too high reload costs or similiar things, make sure you use a game .exe that uses the 100AP system. The newest version of the Alpha Item Mod is V44 V44. The Skydrive site has some issues with certain web browsers. I can't reach the download site with Seamonkey, wheras Firefox just works fine. So, if you get a yellow page with lots of code, try another browser, that should fix it... Downloads for either the Item Mod or the updated maps can both be found on my Skydrive. I upload updates on a more or less regular basis, so make sure to check here, whether there's something new to download. The maps might require re-starting a game, but the item mod in general doesn't require a restart when you update from one version to a newer one. The latest version will always include all files (unless I forgot to add a certain file ), therefore it will always be enough to get the latest one. Page 1 of 161 ---- Generated from The Bears Pit There's also a more or less working flamethrower added, which is still work in progress. This item uses the item slot of the Alien Queen. It is very likely that playing with the bugs will cause trouble, therefore I highly recommend to disable Crepitus in the options.ini (or you may want to test it, find out what happens and tell us the results... I'm no big fan of the bugs myself, therefore I will most probably not try it). I moved the merge list to the second post in this thread. You should find all currently possible merges in that list... I might have forgotten one or two, if so, feel free to report their absence from this list. Almost forgot: A rather new feature (introduced in V42) are the ammo boxes. Ammunition from BR will be sold in small boxes instead of being sold in magazines (though this needs a new game satrt to take full effect, i.e. no mags showing up anymore in BR inventory... but if you buy all mags in a running game from BR I'm quite certain that BR won't restock on mags...). And there are also special items, called ammo donkeys (because they have a donkey pic), that can be used to create those ammo boxes. Those items don't have any other purpose than creating ammo boxes. The boxes can be easily transported in a medium pocket and save a bit weight. Quite useful if you want to outfit a team for a long run... The donkeys are available at most local shopkeepers (including bartenders). Subject: Re: Alpha_Item_Mod_for_WF6.06 Part 4 Posted by smeagol on Wed, 04 Nov 2009 12:24:59 GMT View Forum Message <> Reply to Message Merge List for the Item Mod Last update: 11th of Nov. 2009 I'll update this post, when new merges are added. And those updates will be color marked, as long as no new merges are added Guns: - EBR Stock + M14/M21 = M14EBR / M21 EBR - 7.62x39 Drum Adapter + various AK variants = same variant in Drum version (works with AKM, Ak-47, AKMS, AKS-47, AK-103, AK-104, AEK-973, AKM Tactical) - 5.56 C-Mag Adapter + various Guns = same gun with C-Mag capability (currently works with M16A1, M16A4, Colt Commando, Colt M4A1, Colt XM177-E1, Diemaco C7A2, SIG SG540, SIG SG550, SIG SG551 SWAT, HK 53, HK G41) - 9mm C-MAg Adapter + various Guns = same gun with C-Mag capability (currently works with MP5A4, MP5N, MP5S, Colt SMG) Page 2 of 161 ---- Generated from The Bears Pit - Trigger Group + SVU = SVU-A - SCAR Barrels + SCAR variant = other SCAR variant (depends on Heavy and Light version which barrels are interchangeable... the L will accept the 6.8mm, the H will accept the WP barrels) - G36 Rails + G36 versions // G11 // CAWS = G36 //G11//CAWS RAS versions - G36 Grip/Optics + G36 versions // G11 // CAWS = G36 //G11//CAWS regular versions - AK Conversion Kit + SKS // and several AK-variants = Tactical version of the gun - upper receiver kits for M4 variants = other variant (works with .50 Beowulf, AR57, M4A1, M4A3, Whisper Kitty, SEAL Recon Rifle) - M16A4 Conversion Kit + M16A4 = DMR variant of the M16 - AUG Barrels + AUG = other AUG variant - Fixed Telescopic Optics + AUG RAS variants/P90 RAS/CAWS RAS/G11 RAS = basic variant of the gun - Rail Kit large + basic AUG variants = RAS version - Rail Kit small + P90 = P90 RAS - HK416 Barrels + Hk416 variant = other HK416 variant - HK417 Barrels + HK417 variant = other HK417 variant - Blaser R93 Barrels + Blaser R93 variant = other Blaser variant A note on gun merges: Make sure, that you take off all attachments and unload the gun before changing barrels//adding rails. Otherwise your stuff might disappear. Tried this with a conversion of AR57 into beowulf, my 50 rnd 5.7 mag just vanished (probably because there was no room to drop the mag, the other way round with a loaded beowulf worked flawless, the mag was put into a small pocket and all attachments stayed on the gun). Armour: Major change: Most armour can't be repaired anymore (there are some exceptions), instead you'll need Compound-18 // Compound-20. - C18 Upgrade Kits + various Armour pieces = treated Armour - C20 Upgrade Kits + various Armour pieces = coated Armour - C18 + regular or C-18 armour = repairs the armour - C20 + a C-20 armour // EOD // Dragonskin // KAZAK-6 = repairs the armour - C20 + titanium plate = repairs the plate - Upgrade Kits + various armor = appropriate upgraded armor (Stealth Kit only works with Kevlar) - Dragonskin + Camo Uniforms = Camo Dragonskin Attachments: - Aluminium Rod + Spring = Rod&Spring - Steel Tube + Duct Tape + Quick Glue = Gun Barrel Extender - Rod&Spring + Trigger Group = mod. trigger Group (slightly worse than both items seperately, but you'll save one attachment slot and the mod. trigger group can be removed from the gun) [color:#990000] Page 3 of 161 ---- Generated from The Bears Pit - Duct Tape // Quick Glue + any attachment = mod. version (needed for further merging or as inseperable item that will stick to a gun permanently)[/color] One of the following pieces must be modified: - Tact. Flashlight + Rifle Lam = Rifle-LAM&Flashlight Combo - Reddot LAM + Reflex Sight = Reddot LAM&Reflex Sight Combo - Reddot LAM + Sight Mark Reflex Sight = Reddot LAM&SMR Combo - Reddot LAM + Speeddot = Reddot LAM&SD Combo - CORSAK + Kobra = CORSAK&Kobra Combo - Foregrip + Tac. Flashlight = Griplight - Reflex Sight + small scope = small scope combo - Reflex Sight + ACOG = ACOG Combo - Reflex Sight + Battle Scope = Battle Scope Combo Aiming Modules: - Reddot LAM&Reflex Sight Combo + small scope = Aiming Module I - Reddot LAM + ACOG Combo= Aiming Module II - Reddot LAM + Battle Scope Combo = Aiming Module III - AN/PEQ + ACOG Combo = Aiming Module II-X - AN/PEQ + Battle Scope Combo = Aiming Module III-X - PSO-1 + CORSAK&Kobra Combo = Aiming Module WP (the Aiming Modules can often be get using different paths, important is, that they have the required components) No glue needed: - Burris AR scope + Burris Speeddot = Aiming Module SDA - Burris AR scope + Combo Speeddot&Reddot LAM = Aiming Module SAR - mod. Reddot + Aiming Module SDA = Aiming Module SAE [color:#990000]- AN/PVS NV scope + Burris Speeddot = Aiming Module SDNV - AN/PVS NV scope + Combo Speeddot&Reddot LAM = Aiming Module SDRNV - mod. Reddot + Aiming Module SDNV = Aiming Module SDRNV [/color] Components for the Aiming modules are: Aim I: Reddot LAM, Reflex Sight, Small Scope Aim II: Reddot LAM, Reflex Sight, ACOG Aim II-X: AN/PEQ, ACOG, Reflex Sight AIM III: Reddot LAM, Reflex Sight, Battle Scope AIM III-X: AN/PEQ, Reflex Sight, Battle Scope (will not work with all guns that could take the seperate parts, this is to showcase newer Railsystems, for example on the SCAR, the HK 416/417 series, some others...) AIM WP: CORSAK, Kobra, PSO-1 AIM SDA: Burris Speeddot, Burris AR Page 4 of 161 ---- Generated from The Bears Pit AIM SAR: Burris Speeddot, Burris AR, Reddot required as components for explosives//mines: - Tank of Gas + Oil = Gasoline-Oil Mix - Bottle of Alcohol + Oil = Alcohol-Oil Mix - Glass Jar + Marbles = Jar with Marbles - Detonator + Flare = modified Flare - Detonator + Walkman = modified Walkman - Detonator + Steeltube = Steel Tube with Primer Explosives: - various Grenades//Molotov Cocktail + Gasoline-Oil Mix = various Eagle Items (basically gas tanks that can be used as explosive devices) - String//copper wire + mod. Flare = Trip Flare - String//copper wire + mod. Walkman = Trip Klaxon - Pack of Gum + Flashbang = Flashbang Mine - Pack of Gum + Mustard Gas Grenade = Mustard Gas Mine - Pack of Gum + Tear Gas Grenade = Tear Gas Mine - Pack of Gum + Smoke Grenade = Smoke Mine - Rag + Alcohol-Oil Mix = Molotov Cocktail - Duct Tape + Flare = taped Flare - Duct Tape + Alcohol&Oil Mix = taped Alcohol&Oil - Taped Flare + Alcohol&Oil Mix = Flarebomb (also works if the alcohol is taped or both are taped) - RDX + TNT = HMX - RDX + C1 = C4 - RDX + C1 small = C4 small - C1 + copper wire = 2x C1 small - C4 + copper wire = 2x C4 small - shaped charge + shaped sharge = c1 small - shaped charge + jar with marbels = improvised grenade - copper Wire + Claymore = mod.