Subject: AIMNAS WF2011 Part 9 Posted by smeagol on Sun, 22 May 2011 11:03:24 GMT View Forum Message <> Reply to Message What better to celebrate my promotion to Major than setting up a new AIMNAS thread?

Thread 8 can be found here.

Latest AIMNAS version using the old regular maps is V18. To set it up, you'll need to install V17 via Tais SCI first, the update to V18 is on my skydrive. A newer version is under construction, so stay tuned for updates...

For more questions, feel free to visit me in the Bearspit IRC channel, I'm usually there...

Enjoy. :happybear:

Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Sun, 22 May 2011 11:05:13 GMT View Forum Message <> Reply to Message Merge List for AIMNAS:

Last Update: 22nd May 2011

Guns:

- EBR + M14/M21/M1 Garand/Mini-14/AC-556 = EBR Version of the same gun - Improvised Conversion Kit + SVU = SVU-A - Improvised Conversion Kit + M1 = M2 Carbine - Improvised Conversion Kit + Ruger Mini-14 = Ruger AC-556 - Improvised Conversion Kit + Ruger Mini-30 = Ruger AC-762 - Improvised Conversion Kit + Calico M-900 = Calico M-900A - Improvised Conversion Kit + TEC-9 = TEC-9 FA - Rubber Band + 93R = 93R FA (utility knife on the FA brings it back to regular version, rubber band is lost, though) - 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) - HK Rails + several HK guns versions = MP5// 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 kits for M4 variants = other variant (works with .50 Beowulf, AR57, M4A1, M4A3, Whisper Kitty, SEAL Recon ) - 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

Page 1 of 134 ---- Generated from The Bears Pit 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 - Barrel Kit VBR PDW + VBR PDW = other VBR PDW variant

- 40mm Buckshot Grenade + M79 = M79 direct fire launcher (for use with the Buckshot round...) - regular 40mm Grenade + M79 direct fire launcher = M79 Grenade Launcher (so you actually can use the grenades again wink )

A note on gun merges: Make sure, that you take off all attachments and unload the gun before changing barrels//adding rails. Otherwise your stuff might disappear. Tried this with a conversion of AR57 into beowulf, my 50 rnd 5.7 mag just vanished (probably because there was no room to drop the mag, the other way round with a loaded beowulf worked flawless, the mag was put into a small pocket and all attachments stayed on the gun). Might be however, that this is changed with NAS.

Armour:

Major change: Most 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 = Extender

- Duct Tape // Quick Glue + any attachment = mod. version (needed for further merging or as inseperable item that will stick to a gun permanently)

- 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 - Foregrip + Tac. Flashlight = Griplight

Page 2 of 134 ---- Generated from The Bears Pit No glue merges:

- Burris AR scope + Burris Speeddot = Aiming Module SDA - AN/PVS NV scope + Burris Speeddot = Aiming Module SDNV

AIM SDA: Burris Speeddot, Burris AR AIM SAR: Burris Speeddot, Burris AR, Reddot

Trigger Group + Utility Knife = cycles through various types of Group (atm 2 round, 3 round or 4 round burst)

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 - duct tape//quick glue + detonator = mod. detonator (will stick to a bomb as inseperable attachment)

- 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) - Ammonium Nitrate Fertilizer + Gas = Fertilizer Bomb (new in WF2011)

- 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. Claymore (can be used as a bomb, instead of a mine) - Gameboy + C1 small = 2x shaped charge - 2 small charges C1/C4 = C1/C4

- 40mm shell casing + any 40mm grenade = 40mm shell required as components for explosives//mines:

Page 3 of 134 ---- Generated from The Bears Pit - 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

LBE:

- 40mm VOG Grenade Panel + 40mm VOG grenade Panel = VOG Combat Pack - Mod. Pouches + Mod. Pouches = Mod. Rigs (there are a lot of possible combinations, just try out what works... doesn't work in all possible combinations yet, might change that later on)

- SAW pouch + LBE Gear = SAW LBE - mod. triple grenade pouch + LBE Gear//SAW LBE = mod. LBE Gear - mod. utility + LBE Gear = mod. LBE Gear - mod. first aid pouch + LBE Gear//SAW LBE = mod. LBE Gear

(the LBE Gear//SAW LBE gear can be upgraded until all pocket slots are used)

- 40mm Grenade Rig + 40mm Grenade Rig = 40mm Grenade Panel

- Pouch Straps + several mod. Pouches will seperate the pouches (also works on vests modified with the following merge)

- Belt Type LBE + one of the following vests: Hunter Vest, Biggame Hunter Vest, AK Chest Rig, M23 Chest Rig, Police Utility Vest or Sniper Jacket = modified version

- Pouch Set Straps + Belt LBE => switches the belt to be worn as vest instead of combat pack

Misc:

- Fumble Pack + x-Ray Tube + Pack of Gum = X-Ray Device - Display Unit + X-Ray Device = X-Ray Detector - LameBoy Display + Copper Wire = Display Unit - Gameboy + Copper Wire = LameBoy Display - Platinum Watch + Copper Wire = Detonator

- Various Clothing + various Knives = Rag - Rubber band + various Knives = Mod. Pouch Set Straps

- Canteen + Cigars = Woodland Camo Kit - Canteen + Cuban Cigars = Desert Camo Kit

- String + Soda Can = Soda can with String - Batteries + Detonator = Remote Detonator

Page 4 of 134 ---- Generated from The Bears Pit - Woodland Camo Kit + Rag + Rubber Band//String = Ghillie Kit Woodland - Desert Camo Kit + Rag + Rubber Band//String = Ghillie Kit Desert

Combine Merges:

First Aid Kit Medical Kit Tool Kit Locksmith Kit Camo Kits Alcohol Wine Beer Tank of Gas Compound 18 Compound 20

Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Sun, 22 May 2011 11:06:12 GMT View Forum Message <> Reply to Message Complete gun list for AIMNAS V18 sorted by calibre.

Updated 22nd May 2011

.22 LR - American-180 - Armalite AR-7 Survival Rifle - Calico M-100 - Hi-Standard HDM - Ruger 10/22 - SIG Mosquito - MGV-176 - Walther P22

.38 SPC - S&W Model 64 - S&W Chiefs Special - Korth .38 Sport - Owen .38 SMG

.357 - Barracuda - Colt Python

Page 5 of 134 ---- Generated from The Bears Pit - Desert Eagle .357 - Manurhin MR-73 - Manurhin MR-96 - Modified EMF Hartford 6 Shooter - Puma .357

.40S&W - Beretta 96FS Brigadier - Beretta Cx4 Storm - CZ-75B [color:#FF0000]- FAMAE MT-40 SMG - FAMAE CT-40 Police Carbine[/color] - FN Browning HP-35 .40 - FN Forty-Nine - HK MP5/40A3 - HK MP5/40A3 RAS - HK USP - MP-445 Varjag - SIG P226 .40 - SIG P226 SAS .40 - SIG Pro - Springfield XD

.44 - Colt Anaconda - Desert Eagle .44 - Ruger Redhawk - S&W M29 - S&W M29 Satan - Taurus Raging Bull 444 - Winchester 94 Trapper - M1879 Revolver

.45ACP - Colt High Capacity M1911A1 - Colt M1911A1 - Colt SMG .45 - Colt SMG .45 RAS - DeLisle Carbine - FN FNP-45 - HK Mark 23 SOCOm - HK UMP45 - Ingram M10 - Kriss Super V - MPA .45 Carbine - Owen .45 - Thompson M1928 - Thompson M1A1

Page 6 of 134 ---- Generated from The Bears Pit .45 WM - Automag IV - LAR Grizzly .45 WM - Wildey Survivor - 3-TEN .45WM Carbine

.454 Casull - Thompson Contender Encore - Ruger Redhawk Alaskan - Fr. Arms M83 Premier Grade - Puma .454

.50AE - Armalon Carbine - Automag V - Desert Eagle .50AE - LAR Grizzly .50AE

9x18 - AEK-919K Kashtan - Bizon PP-19 - Makarov PM - Makarov PMM - OTs 33 Pernach - PP-93 - Skorpion vz. 82 - Stechkin APS

9x19 - Agram 2000 - Beretta 92F - Beretta 92FS - Beretta 93R - Beretta 93R FA - Beretta M12 - Calico M-950 - Calico M-900 - Calico M-900A - Calico M-960A - Carl Gustaf M/45B - Cobray M11/9 - Colt 9mm SMG - Colt SMG 9mm RAS - Erma MP40 - FAMAE Mini SAF - FAMAE SAF - FAMAE SAF Silenciada

Page 7 of 134 ---- Generated from The Bears Pit - FN BDA 9 - FN Browning HP-35 - FN Pro-9 - 17 - Glock 18 - Glock 19 - HK MP5KA4 - HK MP5A4 - HK MP5A4 RAS - HK MP5SD5 - HK MP5SD5 RAS - HK MP5N - HK MP5N RAS - HK P7M8 - HK UMP9 - IMI Micro- - IMI Mini-Uzi - IMI Uzi - Intratec TEC-9 - Intratec TEC-9 FA - Jati-Matic GG-95 PDW - KP M/31 Suomi - MAB PA-15 - MAT-49 - MP-443 Grach - MP-446 Viking - P-08 Parabellum - PP-19-01 Vityaz - PP-90 M1 [color:#FF0000]- SDK Silenced Rifle[/color] - SIG MP41/44 - SIG P210 - SIG P226R - SIG P226 SAS - SIG P229R - SIG P239 SAS - Skorpion EVO III - Spectre M4 - Sphinx 3000 - Sterling L2A3 - Steyr AUG Para - Steyr AUG Para RAS - Steyr TMP - VBR PDW 9mm - VIS-35 - Walther MPL - Walther P99

Page 8 of 134 ---- Generated from The Bears Pit 9x21 - SR-1 Gyurza - SR-2 Veresk

7.62x25 - Bizon 2-07 - CZ-52 - OTs 39 - PPsh-41 - SA-24 - Tokarev TT-33 - Type 85

5.45x18 - PSM - OTs 23 Drotik

10mm Auto - Bren Ten - Colt Delta Elite - HK MP5/10A3 - HK MP5/10A3 RAS - Colt PDW 10mm

7.92x24 - VBR PDW 7.92 - VBR Glock 7.92

5.7x28 - AR57 6" Silenced - AR57 11" - AR57 16" - FN Five-Seven - FN P90 - FN P90 RAS

4.6x30 - HK MP7 PDW - HK MP7A1 - HK UCP

12 gauge - AA-12 CQB - Akdal MKA 1919 - Baikal MP-133 - Baikal MP-233B - Benelli M3 Convertible - Super 90

Page 9 of 134 ---- Generated from The Bears Pit - Fabram FP6 - Fabram SDASS - Ithaca Model 37 - Jackhammer Mk3A1 - Kel Tec - Neostead - Remington M870 - Remington 870 SPM - Saiga 12k - Sawed-off - Spas-12 - Spas-15 - Street Sweeper - Super Shorty - USAS-12 - 12

CAWS - HK CAWS - HK CAWS RAS - HK CAWS ACOG - Olin CS

12.3x50mm - U-94S UDAR - OTs 94 (sci-fi shotgun that uses Udar shotgun shells, based on Saiga 12)

.30 carbine - Cristobal [color:#FF0000]- FAMAE CT-30[/color] - HEZI SM-1 - IMI Magal - - M2 Carbine

6x35 - KAC PDW - Magpul PDR

5.45x39 - AEK-971 - AK-74 - AK-74M - AK-105 - AK-107 - AKS-74 - AKS-74 Tactical - AKS-74U

Page 10 of 134 ---- Generated from The Bears Pit - AKS-74U Tactical - AN-94 Abakan - RPK-74 - S&W M&P15R

5.56x30 - MSMC - MINSAS

5.56x45 - AICW - AK-101 - AK-102 - AK-108 - Ares M4 Shrike - Beretta AR-70/90 - CETME Ameli - CMMG 7.3 - Colt M16A1 - Colt M16A2 - Colt M16A2E1 - Colt M16A4 SAM-R - Colt M4 Commando - Colt M4A1 - Colt M4 MWS - Colt Mk18 mod0 - Colt XM177-E1 - ColtCanada C7CT - Diemaco C7A2 - FAMAS G2 - FN F2000 - FN FNC - FN Minimi (M249 SAW) - FN Minimi SPW - FN SCAR-L CQB - FN SCAR-L SV - HK 23E - HK 33KE - HK 416 10" - HK 416 14" - HK 416 16" - HK 416 20" - HK 53A3 - HK G36 - HK G36 RAS - HK G36C - HK G36K - HK G36K RAS

Page 11 of 134 ---- Generated from The Bears Pit - HK G41A2 - HK MG36 - HK MG36 RAS - HK MG43 - HK SL6 - HK SL8 - HK SL8 RAS - IMI Galil SAR - IMI Micro Galil - IMI Negev - INSAS - KAC Stoner 96 LMG - Kbk Mini-Beryl - Kbs Beryl - L85A2 - L86A2 - Noveske N4 Diplomat - Noveske N4 Complete - OA-93 - QBZ-97 - Remington SPS - Ruger AC-556 - Ruger AC-556 EBR - Ruger Mini-14 - Ruger Mini-14 EBR - SAR 21 - SEAL Recon Rifle - SIG SG540 - SIG SG550 - SIG SG551 SWAT - SIG SG552 Commando - Steyr AUG-A1 - Steyr AUG-A2 - Steyr AUG-A2 CQB - Steyr AUG-A2 RAS - Steyr AUG-A2 RAS CQB - Steyr AUG Hbar - Steyr AUG Hbar RAS - Tavor TAR 21 - Ultimax - Valmet M82 - XM-29 OICW - XM-8 Automatic - XM-8 Baseline - XM-8 Compact - XM-8 Sharpshooter - Zbroyar Z-008

Page 12 of 134 ---- Generated from The Bears Pit 6.8 SPC - Barrett M468 - Bushmaster M4A3 - Bushmaster M4A3 RAS - FN SCAR-68 CQC - FN SCAR-68 SV [color:#FF0000]- M249 6.8 LMG[/color] - Noveske N4 XPR - Robarms XCR-1 - Steyr AUG-A3

7.62x39 - AEK-973 - AEK-973S - AK-103 - AK-104 - AK-47 - AKS-47 - AKM - AKM Tactical - AKMS - AKMSU - AMD-65M - FN SCAR-WP CQC - FN SCAR-WP - Groza OC-14 - KAC SR-47 - RPD - RPK - Ruger AC-762 - Ruger Mini-30 - SA vz. 58 - SKS - SKS Tactical - Tabuk DMR - Valmet M76

7.62x37 - HK SL9SD - Whisper Kitty

7.62x51 - Beretta M501 - Blaser R93 7.62 - CETME Modelo C - CZ 700 - Desert Tactical Arms SRS - FN FAL

Page 13 of 134 ---- Generated from The Bears Pit - FN FAL Carbine - FN FAL OSW - FN MAG - FN SCAR-H CQC - FN SCAR-H SV - FR-F2 - FR Ordnance MC51 [color:#FF0000]- HK 121 [/color]- HK 21E - HK 417 12" - HK 417 16" - HK 417 20" - HK G3A3 - HK G3KA4 - HK MSG90A1 - HK PSG1 - IMI Galil AR - IMI Galil Sniper - Kel Tec RFB - Knight SR-25 - L1A1 SLR - M14 - M14 EBR - M21 EBR - M21 Tactical - M24 - M40A1 - M60E3 - Molot Vepr - Noveske N4 Leonidas - Parker Hale M82 - Rheinmetall MG3 - Sako TRG-22 - SIG SG542 - Steyr Scout Tactical - Steyr SSG-P1 - Zastava M76 - SOCOM 16 - Remington 7600P

7.62x54R - Dragunov SVD - Dragunov SVDS - Dragunov SVU - Dragunov SVU-A - FN SCAR-WP Sniper - Mosin-Nagant M1891/30 [color:#FF0000]- Mosin-Nagant M38 Carbine

Page 14 of 134 ---- Generated from The Bears Pit [/color]- OTs 48K - Pecheneg - PKM - Simonov AVS-36 - SV-98

7.92x57 - Mauser Karabiner 98k - Mauser M-03 - MG42

.30-06 - Blaser R93 .30-06 - Browning BAR Mk. II Hunting Rifle - Browning M1919 A6 - M1 Garand - M1 Garand EBR - M1918A2 BAR - Remington Model 710 - Springfield M1903A4

.303 British - SMLE No 5 MK.1 Jungle Carbine - SMLE No 4 MK.1 - Bren LMG

9x39 - AK-9 - AS Val - Groza OC-14-4A-01 - Vikhr SR-3 Compact - VSk-94 - VSS Vintorez

9.3x64mm - Blaser R93 Attache

Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Sun, 22 May 2011 11:11:24 GMT View Forum Message <> Reply to Message Scope Sight Range List

Day Sight Ranges Comparison for Scopes as they are atm with base sight range set to 14...

Second value is NV range.

Page 15 of 134 ---- Generated from The Bears Pit no scope 28 / 12

ISM-V 33 /19 Nikon Monarch 36 /12 2x scope 38 /14 ITL Mars 39 /12 P90 39 /12 AN/PVS 39 /24 3x scope 44 /14 Burris AR 44 /16 SDNV 44 /26 G36 44 /14 F2000 44 /16 No. 32 47 /12 ACOG 50 /14 AUG 50 /14 SDA 50 /19 Susat 50 /14 PEM 50 /12 PSO-1 56 /16 ISM-4X 56 /14 ZF-42 56 /12

PGO-W 61 /13 ON-M99 64 /12 7xscope 66 /12

M84 78 /15 PSO-3 86 /18 Minuta 86 /20 Sniper Scope 95 /21 S&B LP II 98 /20

NightSpy 56 /31 NV Binocs 60 /34 Quality Binocs 72 /18 (have lower tunnel vision compared to compact binocs) Compact Binocs 73 /21 Spotting Scope 108 /18

Subject: Re: AIMNAS WF2011 Part 9 Posted by K0ukku on Sun, 22 May 2011 17:29:52 GMT View Forum Message <> Reply to Message About the Improvised Conversion Kit...

Toggle SpoilerSo how exactly do you do it? I looked it up from the .xml files to get a clue, and I tried at least the following:

Page 16 of 134 ---- Generated from The Bears Pit Tool Kit + Steel Tube + Spring Tool Kit + Steel Tube + Rod Tool kit + Steel Tube + Rod&Spring

And all the possible combinations of these and I'm confused. Have you managed create Imp. Conv. Kit Smeag?

Subject: Re: AIMNAS WF2011 Part 9 Posted by putadshere on Sun, 22 May 2011 20:11:58 GMT View Forum Message <> Reply to Message I agree with K0ukku. Unless I'm missing something and it's hardcoded in(like rod&spring)

From the items.xml- the improvised conversion kit is item number 2381. From merges.xml- The only time we see 2381 is when it is used to create other items- but no combination of items will ever create the Improvised Conversion Kit.

There also seems to be one other mistake in the initial post-

SAW LBE can not be upgraded at all. While the regular LBE can be modified exactly as described in the first post, the SAW LBE can not.

Is this a problem only I'm having? If you let me know what needs to be done, I can try and edit the merges.xml to fix it, but I'm not too familiar with the system.

Thanks!

Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Sun, 22 May 2011 20:45:06 GMT View Forum Message <> Reply to Message I'll look into it, no worries...

Edit: K, fixed. The merge works again, will be in the next version I upload.

Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Mon, 23 May 2011 22:48:07 GMT View Forum Message <> Reply to Message Added another gun. It's quite ugly, but also quite unique.

Page 17 of 134 ---- Generated from The Bears Pit 3-TEN .45WM Carbine

Full Auto capable SMG that fires .45 Winchester Magnum.

Subject: Re: AIMNAS WF2011 Part 9 Posted by Kirill_OverK on Tue, 24 May 2011 15:46:30 GMT View Forum Message <> Reply to Message smeagolAdded another gun. It's quite ugly, but also quite unique.

3-TEN .45WM Carbine

Full Auto capable SMG that fires .45 Winchester Magnum. good news !

Subject: Re: AIMNAS WF2011 Part 9 Posted by K0ukku on Tue, 24 May 2011 17:33:55 GMT View Forum Message <> Reply to Message Cool! If you are wondering what stuff to add next, perhaps the Walther PPKs and .380 ACP cal would be nice? I know it would require some work, but it's just an idea!

Subject: Re: AIMNAS WF2011 Part 9 Posted by Gorro der Grüne on Tue, 24 May 2011 17:42:14 GMT View Forum Message <> Reply to Message

Subject: Re: AIMNAS WF2011 Part 9 Posted by Whacker on Tue, 24 May 2011 17:46:44 GMT View Forum Message <> Reply to Message Any news?

Page 18 of 134 ---- Generated from The Bears Pit Subject: Re: AIMNAS WF2011 Part 9 Posted by Gorro der Grüne on Tue, 24 May 2011 17:54:05 GMT View Forum Message <> Reply to Message good news

Subject: Re: AIMNAS WF2011 Part 9 Posted by Whacker on Tue, 24 May 2011 17:54:59 GMT View Forum Message <> Reply to Message Gorro der Gr

Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Wed, 25 May 2011 07:58:38 GMT View Forum Message <> Reply to Message

20 round mags for the .45WM SMG.

Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Sat, 28 May 2011 14:31:34 GMT View Forum Message <> Reply to Message Just upped V19 and Tais is working on a new SCI with the new release and V19.

Subject: Re: AIMNAS WF2011 Part 9 Posted by Slax on Sat, 28 May 2011 15:22:00 GMT View Forum Message <> Reply to Message smeagolJust upped V19 and Tais is working on a new SCI with the new release and V19. Fan-dang-tastic! Have you added NCTH support?

Subject: Re: AIMNAS WF2011 Part 9 Posted by DepressivesBrot on Sat, 28 May 2011 15:23:36 GMT View Forum Message <> Reply to Message No.

Page 19 of 134 ---- Generated from The Bears Pit Subject: Re: AIMNAS WF2011 Part 9 Posted by H_412 on Sun, 29 May 2011 09:07:43 GMT View Forum Message <> Reply to Message Hi there.

Is there any way to play AIMNAS with the vanilla maps? I tried deleting the maps folder and replacing tabledata and tilesets, but that was just a shot in the dark for me. It changed to vanilla maps but as far as I could tell the tilesets were still wrong. Is it possible at all?

Ta, H

Subject: Re: AIMNAS WF2011 Part 9 Posted by Logisteric on Sun, 29 May 2011 09:14:21 GMT View Forum Message <> Reply to Message it is, but you needed to 'fix' a lot more stuff what is your problem with the wf-maps that you want to go through this? i don't think anyone will give you a handout for it, 'cause that means whoever did it needed to test it himself - probably faster than if you do it but still a lot of work

Subject: Re: AIMNAS WF2011 Part 9 Posted by H_412 on Sun, 29 May 2011 09:38:30 GMT View Forum Message <> Reply to Message I see, nevermind then. Just fancied playimg the vanilla maps with all the stuff from AIMNAS if it was just the case of deleting a few folders.

Thanks anyway

Subject: Re: AIMNAS WF2011 Part 9 Posted by elenhil on Sun, 29 May 2011 15:40:33 GMT View Forum Message <> Reply to Message I fancy the opposite: playing Wildfire maps with vanilla stuff (that is, without WF-placed items in sectors).

Subject: Re: AIMNAS WF2011 Part 9

Page 20 of 134 ---- Generated from The Bears Pit Posted by lockie on Sun, 29 May 2011 15:45:03 GMT View Forum Message <> Reply to Message Er , play Wildfire then.....

Subject: Re: AIMNAS WF2011 Part 9 Posted by Gorro der Grüne on Sun, 29 May 2011 15:45:09 GMT View Forum Message <> Reply to Message As You see Smeagol mad a fullgrown mod and not a patchwork which could be installed patch by patch.

Moders like making remarkable mods and no supermarket trash.

Subject: Re: AIMNAS WF2011 Part 9 Posted by elenhil on Sun, 29 May 2011 16:20:47 GMT View Forum Message <> Reply to Message Is it possible to play WF on 1.13 engine?

Subject: Re: AIMNAS WF2011 Part 9 Posted by Gorro der Grüne on Sun, 29 May 2011 16:23:06 GMT View Forum Message <> Reply to Message this thread is about a "WF typed" mod for 1.13 retail WF can't be played on 1.13

Subject: Re: AIMNAS WF2011 Part 9 Posted by Logisteric on Sun, 29 May 2011 16:23:21 GMT View Forum Message <> Reply to Message nope - that why the wf-mod was made -> back to square1

Subject: Re: AIMNAS WF2011 Part 9 Posted by elenhil on Sun, 29 May 2011 16:33:14 GMT View Forum Message <> Reply to Message Too bad, as my gripe with WF-mod is extremely localized - it's containers. Otherwise I'm all for it. Now, please be civil and do not shout 'then don't open them!"

Page 21 of 134 ---- Generated from The Bears Pit Subject: Re: AIMNAS WF2011 Part 9 Posted by Logisteric on Sun, 29 May 2011 16:34:55 GMT View Forum Message <> Reply to Message elenhilToo bad, as my gripe with WF-mod is extremely localized - it's containers. Otherwise I'm all for it. Now, please be civil and do not shout 'then don't open them!" i don't shout at things i don't understand

Subject: Re: AIMNAS WF2011 Part 9 Posted by lockie on Sun, 29 May 2011 16:35:24 GMT View Forum Message <> Reply to Message Too many ? That's what half the fun is in the aimnas mod ... finding what's there...just like Xmas....

Subject: Re: AIMNAS WF2011 Part 9 Posted by Gorro der Grüne on Sun, 29 May 2011 16:35:35 GMT View Forum Message <> Reply to Message ??????

Subject: Re: AIMNAS WF2011 Part 9 Posted by elenhil on Sun, 29 May 2011 16:54:49 GMT View Forum Message <> Reply to Message I like to play with a more or less smooth weapon progression. The last time I played WF-mod I got ubercool weapons far too quickly to my taste (mainly because of guns hand-placed inside containers in various sectors).

Subject: Re: AIMNAS WF2011 Part 9 Posted by Logisteric on Sun, 29 May 2011 16:57:53 GMT View Forum Message <> Reply to Message sell or dispose them - i know the (bremish) devil is seductive

Subject: Re: AIMNAS WF2011 Part 9 Posted by Gorro der Grüne on Sun, 29 May 2011 17:00:06 GMT View Forum Message <> Reply to Message when you start the game turn down enemy item choice and progression

Page 22 of 134 ---- Generated from The Bears Pit Subject: Re: AIMNAS WF2011 Part 9 Posted by Blue_Fox on Sun, 29 May 2011 17:37:24 GMT View Forum Message <> Reply to Message You get that MG42 far to soon. When come in Drassen or SAm Site near Drassen already, one has one. To bad it doesn't has rod/sprng

Subject: Re: AIMNAS WF2011 Part 9 Posted by elenhil on Sun, 29 May 2011 17:46:54 GMT View Forum Message <> Reply to Message It has more to do with static loot rather than enemy gun choices. Hand-placed by the author, I believe. That's why I was asking if there were other 'WF maps' for 1.13 besides this mod.

Subject: Re: AIMNAS WF2011 Part 9 Posted by lockie on Sun, 29 May 2011 18:33:36 GMT View Forum Message <> Reply to Message Try here for maps .... think there are some http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=248955#Post248 955

http://ja2v113.pbworks.com/Map-Database-Project%3A-OLDNOOB Some here too , but use at own risk of crashes...

Subject: Re: AIMNAS WF2011 Part 9 Posted by Maalstroom on Sun, 29 May 2011 19:47:09 GMT View Forum Message <> Reply to Message hi, is there an aim version compatible with the official release? i mean one which you can install on top of the latest version?

Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Sun, 29 May 2011 19:49:43 GMT View Forum Message <> Reply to Message

Page 23 of 134 ---- Generated from The Bears Pit Get Tais latest SCI, it has AIMNAS V19 AND the latest release...

Subject: Re: AIMNAS WF2011 Part 9 Posted by raycrasher on Mon, 30 May 2011 02:17:33 GMT View Forum Message <> Reply to Message Will AIMNAS ever be compatible with NCTH?

Subject: Re: AIMNAS WF2011 Part 9 Posted by SJ66 on Mon, 30 May 2011 03:35:02 GMT View Forum Message <> Reply to Message I want AimNAS+NCTH to =(

Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Mon, 30 May 2011 06:36:50 GMT View Forum Message <> Reply to Message Summer_JamI want AimNAS+NCTH to =(

Then make your own sub-mod... I'm not into NCTH business!

Subject: Re: AIMNAS WF2011 Part 9 Posted by relnor on Mon, 30 May 2011 06:51:43 GMT View Forum Message <> Reply to Message OCTH is fine with me. the only thing i like in NCTH is the bullet drop making head shots happen less, other than that the Chance to hit is high (long range pistol shooting) which i dont like im not sure if this is the right place to ask coz im always on the wrong place talking about stuff. stealth rating in armor is sound only right? i think it stacks with stealthy trait(the one in STOMP) so i assume both are sound related. and i read one part in wiki that it only said about sound but on the other page, i found this "Stealth-type camo, which works in all terrains, but is only available through certain items and cannot be applied like camo to a merc. Stealth also provides a bonus to sneak. The Stealth effect also stacks with camouflage." i got this from http://ja2v113.pbworks.com this just confused me

Page 24 of 134 ---- Generated from The Bears Pit edit: thanks for giving an option for barry to start with a shotgun

Subject: Re: AIMNAS WF2011 Part 9 Posted by Slax on Mon, 30 May 2011 07:16:29 GMT View Forum Message <> Reply to Message Might just give NCTH a shot if I ever get drunk enough... or if a reliable default stat sheet gets made. Tweaking is relatively easy.

Subject: Re: AIMNAS WF2011 Part 9 Posted by Tue on Mon, 30 May 2011 10:00:06 GMT View Forum Message <> Reply to Message A possible small bug: When I put on the NVG-IIb I don't get the small NVG-icon on the merc profile. NVG-I and NVG-IIa both trigger the icon. I haven't tried later models of night vision goggles yet, since it's early days in my current game. I do get the night vision bonus - it's just the small icon that's missing.

Using SCI_AIMNASv19_4452_28052011.exe from Tais.

Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Mon, 30 May 2011 10:17:16 GMT View Forum Message <> Reply to Message That's simply because the new Face Gear items aren't defined yet in the facegear.xml.

Subject: Re: AIMNAS WF2011 Part 9 Posted by Tue on Mon, 30 May 2011 10:22:44 GMT View Forum Message <> Reply to Message smeagolThat's simply because the new Face Gear items aren't defined yet in the facegear.xml.

I love it when you talk dirty.

Seriously, that sounds easy to fix but maybe that's because I'm not a modder. Will have a look at my files when I get home.

Subject: Re: AIMNAS WF2011 Part 9 Posted by Maalstroom on Mon, 30 May 2011 10:36:11 GMT View Forum Message <> Reply to Message

Page 25 of 134 ---- Generated from The Bears Pit smeagol where can i find the big maps you developed? are those maps compatible with the latest aim? i know that you removed them from version 18 or 17.

Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Mon, 30 May 2011 10:38:44 GMT View Forum Message <> Reply to Message Tue Seriously, that sounds easy to fix but maybe that's because I'm not a modder. Will have a look at my files when I get home.

It's not difficult, just tedious... and I'm kinda lazy in regards to modding right now. maalstromsmeagol where can i find the big maps you developed? are those maps compatible with the latest aim? i know that you removed them from version 18 or 17.

There's a test package on my skydrive, but the maps don't contain any items and will also mess up the other regular maps, due to massive changes in the tilesets.

Subject: Re: AIMNAS WF2011 Part 9 Posted by Tue on Mon, 30 May 2011 10:47:01 GMT View Forum Message <> Reply to Message smeagolIt's not difficult, just tedious... and I'm kinda lazy in regards to modding right now.

No worries, I'll see if I can fix it myself. And thanks for the work on AIMNAS - can't imagine playing regular 1.13 after seeing all those fancy items.

Subject: Re: AIMNAS WF2011 Part 9 Posted by dreamer2008 on Mon, 30 May 2011 11:43:28 GMT View Forum Message <> Reply to Message Sorry that I'm about to ask some newbish questions, but I am not sure what to do. I've seen that somebody recommended AIMNAS in the 1.13 General Thread and since I installed the latest 1.13 version I thought that maybe I should use AIMNAS too to enhance the experience. But being relatively new to the whole JA2 mod install activity, I am very clueless.

So where can I find some general info about AIMNAS to know what it adds to the game? Do I need Wildfire 6.06 installed?

I love that 1.13 was so easy to install and play. And I notice that there is an AIMNAS SCI here http://www.mediafire.com/tais113stuff#fkrfz6vz149oa,1 , but I am not sure if its all I need. I can just overwrite over 1.13 and play? Without the Wildfire Mod?

Page 26 of 134 ---- Generated from The Bears Pit Thanks!

Subject: Re: AIMNAS WF2011 Part 9 Posted by Gorro der Grüne on Mon, 30 May 2011 11:46:06 GMT View Forum Message <> Reply to Message You need a clean gold and tais newest aimnas sci (+RoWa's hotfix?) nothing else AIMNAS is not for WF6 it is sotosayWF6

It has different maps, more items

Subject: Re: AIMNAS WF2011 Part 9 Posted by dreamer2008 on Mon, 30 May 2011 12:17:02 GMT View Forum Message <> Reply to Message So it has Wildfire included plus some other goodies? And all I have to do is install the SCI and I can play without needing to install anything else? Great news! Thank you for the quick reply!

Subject: Re: AIMNAS WF2011 Part 9 Posted by Gorro der Grüne on Mon, 30 May 2011 13:11:45 GMT View Forum Message <> Reply to Message no it is Pseudo WF not real Wildfire but the pseudo is includet.

Subject: Re: AIMNAS WF2011 Part 9 Posted by SJ66 on Mon, 30 May 2011 16:23:08 GMT View Forum Message <> Reply to Message smeagol Then make your own sub-mod... I'm not into NCTH business! Oh! Komrad! Great thx! "I'm going to build my own theme park! With blackjack! And hookers!" (c) But! History will never turn back. And if have New HTC, very imprudent dont use it. If AimNAS will compatible with NHTC - AimNAS will be a part of v1.13. Inextricably part. IMHO. Sorry 4 bad english.

Subject: Re: AIMNAS WF2011 Part 9 Posted by Gorro der Grüne on Mon, 30 May 2011 16:27:56 GMT View Forum Message <> Reply to Message

Page 27 of 134 ---- Generated from The Bears Pit AIMNAS will never be a part of standard 1.13

Subject: Re: AIMNAS WF2011 Part 9 Posted by Anonymous on Mon, 30 May 2011 16:34:10 GMT View Forum Message <> Reply to Message

The only thing I want is the refined L.B.E. concept.

I requested that a while back though.

Subject: Re: AIMNAS WF2011 Part 9 Posted by wolf00 on Mon, 30 May 2011 18:51:58 GMT View Forum Message <> Reply to Message smeagol: you create wery nice mod... thx so much for your hard work

Subject: Re: AIMNAS WF2011 Part 9 Posted by Vict on Tue, 31 May 2011 02:21:03 GMT View Forum Message <> Reply to Message Er... the laser aiming modules don't have any properties, and they don't display laser range when examined alone or attached to a weapon.

I've seen this problem in Tais' SCI thread. Is it a 1.13 problem, AIMNAS, or a problem with his installer?

Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Tue, 31 May 2011 05:49:39 GMT View Forum Message <> Reply to Message VictEr... the laser aiming modules don't have any properties, and they don't display laser range when examined alone or attached to a weapon.

I've seen this problem in Tais' SCI thread. Is it a 1.13 problem, AIMNAS, or a problem with his installer?

Dunno... it's probably an AIMNAS bug, that I haven't fixed yet.

Page 28 of 134 ---- Generated from The Bears Pit Subject: Re: AIMNAS WF2011 Part 9 Posted by spec111 on Tue, 31 May 2011 10:25:59 GMT View Forum Message <> Reply to Message http://cid-78b663f2f40ed560.office.live.com/browse.aspx/Stuff/Test%20Stuff ???

Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Tue, 31 May 2011 10:30:03 GMT View Forum Message <> Reply to Message Yeah, if you're looking for the big maps, you'll need the WF2011 V7 package, I think.

Subject: Re: AIMNAS WF2011 Part 9 Posted by Vict on Tue, 31 May 2011 15:13:57 GMT View Forum Message <> Reply to Message Another small issue:

I get significant slowdown when dragging my mouse over certain loaded weapons with attachments in my inventory. Most noticeable with the M16 series, I will suddenly drop a ton of frames until I drag my mouse away.

Is this because it's checking all the possible attachments for the weapon in the tooltip window? The M16 series seem to have the most possible attachments, so it makes sense.

Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Tue, 31 May 2011 18:19:11 GMT View Forum Message <> Reply to Message Yeah, the slowed down sector inventory has annoyed me for some time now. Nothing I can do about it.

Subject: Re: AIMNAS WF2011 Part 9 Posted by Muerta on Tue, 31 May 2011 23:50:26 GMT View Forum Message <> Reply to Message Say, can someone tell me how to correct something please.

Have The new Version V19, the problem was on V18 to, the Kel Tec RFB, whoerver has it, AIM Merc, Ira or a Self created Merc, every time I try to shot, in Combat mode, or when I click the right mouse button, there always is just a [color:#FF6666]"?"[/color], what do i need to do?

Page 29 of 134 ---- Generated from The Bears Pit Subject: Re: AIMNAS WF2011 Part 9 Posted by dinglehopper on Wed, 01 Jun 2011 03:54:11 GMT View Forum Message <> Reply to Message Hey Smeagol. Was looking at the new xml files in my new xml tool I am still working on, I noticed that in aimnas you specifically turned off (or rather made using them successfully pretty much impossible) the parts for the NCTH.

I am just curious, is it because you don't want to have to deal with the tediousness of trying to set it up for all the items in your mod? I mean I think anyone can totally understand and respect that. But what I really want to ask is, do you have something you dislike about NCTH and never want to see it in aimnas?

The reason I ask is, I would be willing to take a whack at making aimnas NCTH compatible (mostly cause I want to give NCTH a try, but not if it means no aimnas). But if you don't want to see aimnas using NCTH then I will respect your decision and not attempt it. If you don't mind, I would be happy to send you the modified files afterwords for you to make any tweaks you want.

Would have talked to you about this in IRC but haven't been able to get in since they replaced the link with the announcement.

DH

Subject: Re: AIMNAS WF2011 Part 9 Posted by Logisteric on Wed, 01 Jun 2011 05:53:08 GMT View Forum Message <> Reply to Message he doesn't support it until it's flaws are sorted out - he said that a gazillion of times

Subject: Re: AIMNAS WF2011 Part 9 Posted by usrbid on Wed, 01 Jun 2011 08:24:31 GMT View Forum Message <> Reply to Message I spoke to Smeagol on IRC and he mentioned the same.

By any chance, is there a list of what Smeagol needs fixed? (I haven't looked, sorry) If there is no "wish list", please post one.

Subject: Re: AIMNAS WF2011 Part 9 Posted by K0ukku on Wed, 01 Jun 2011 10:06:32 GMT View Forum Message <> Reply to Message Squad Automatics... they are so cool. In some films you might have seen some bad guys and good guys use the rare Valmet M78 . at least in .308 (20 rnd mag),

Page 30 of 134 ---- Generated from The Bears Pit 7,62x39mm (42rnd mag).

I tried some time ago to find a good pic of it from the net, but didnt come up with any good one. Could you use this one smeagol? http://www.csarmy.ru/img/skins/cs_ak47/Valmet_M78_83s.308.jpg (or http://i179.photobucket.com/albums/w300/siatene/100_0301.jpg)

Especially the M78/83 synthetic thumbhole stock version is quite cool.

As always, this is just a small and humble fan request! Thanks again for the best 1.13 mod available, smeagol.

Subject: Re: AIMNAS WF2011 Part 9 Posted by spec111 on Wed, 01 Jun 2011 13:52:19 GMT View Forum Message <> Reply to Message Carl Gustav crashing the game!!! Carl Gustav + Rocket = range 0...

Subject: Re: AIMNAS WF2011 Part 9 Posted by spec111 on Wed, 01 Jun 2011 13:53:34 GMT View Forum Message <> Reply to Message RPG-27 has bigger slot than RPO!!! This is wrong!!! I cant load it to TIMS Combat Pack!!!

Subject: Re: AIMNAS WF2011 Part 9 Posted by spec111 on Wed, 01 Jun 2011 13:56:12 GMT View Forum Message <> Reply to Message This stuff doesnt work!!! - 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 AIM SAR: Burris Speeddot, Burris AR, Reddot

Subject: Re: AIMNAS WF2011 Part 9 Posted by lockie on Wed, 01 Jun 2011 14:00:38 GMT View Forum Message <> Reply to Message Calm down dear , it's only a game ..... Smeagol has enough to do without attending to every blatantly rude demand !

Page 31 of 134 ---- Generated from The Bears Pit Subject: Re: AIMNAS WF2011 Part 9 Posted by spec111 on Wed, 01 Jun 2011 14:04:16 GMT View Forum Message <> Reply to Message Blah-blah-blah!!!

Offtopic!!!

Subject: Re: AIMNAS WF2011 Part 9 Posted by spec111 on Wed, 01 Jun 2011 14:15:59 GMT View Forum Message <> Reply to Message Oops!!! Carl Gustav has wrong class in XML editor... I mean that there is no Carl Gustav and his rockets in XML editor!

Subject: Re: AIMNAS WF2011 Part 9 Posted by wolf00 on Wed, 01 Jun 2011 15:04:45 GMT View Forum Message <> Reply to Message spec111:please try learn your self using edit button,trust me it is a wery usefull thing ... :luckystrike:

Subject: Re: AIMNAS WF2011 Part 9 Posted by Shadow21 on Wed, 01 Jun 2011 15:55:53 GMT View Forum Message <> Reply to Message Dude chill out with those exclamation marks !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Subject: Re: AIMNAS WF2011 Part 9 Posted by chatnertest on Wed, 01 Jun 2011 20:17:46 GMT View Forum Message <> Reply to Message spec111This stuff doesnt work!!! - 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 AIM SAR: Burris Speeddot, Burris AR, Reddot I haven't checked every single item yet, but most of those combined items are simply not in this mod any longer. It's not a bug, it's a feature.

Page 32 of 134 ---- Generated from The Bears Pit Subject: Re: AIMNAS WF2011 Part 9 Posted by dinglehopper on Wed, 01 Jun 2011 21:12:30 GMT View Forum Message <> Reply to Message Unless he is playing old attachment system, in which case they should work, and that is why smeagol has them in the list still i think. But my guess is this guy is not playing OAS, and so they are working as intended.

DH

Subject: Re: AIMNAS WF2011 Part 9 Posted by DepressivesBrot on Wed, 01 Jun 2011 21:15:37 GMT View Forum Message <> Reply to Message AIMNAS has officially abandoned OAS, those modules aren't even in the XML anymore.

Subject: Re: AIMNAS WF2011 Part 9 Posted by spec111 on Thu, 02 Jun 2011 04:14:47 GMT View Forum Message <> Reply to Message Chatnerspec111This stuff doesnt work!!! - 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 AIM SAR: Burris Speeddot, Burris AR, Reddot I haven't checked every single item yet, but most of those combined items are simply not in this mod any longer. It's not a bug, it's a feature. All this items officially available at Bobby Ray shop! dinglehopperUnless he is playing old attachment system, in which case they should work, and that is why smeagol has them in the list still i think. But my guess is this guy is not playing OAS, and so they are working as intended.

DH But Burris Speeddot + Burris AR = New Sight System, working perfect... And all this items officially available at Bobby Ray shop!

DepressivesBrotAIMNAS has officially abandoned OAS, those modules aren't even in the XML anymore. All this items officially available at Bobby Ray shop and in XML Editor!

But what about Carl Gustav RPG? AIMNAS has officially abandoned Carl Gustav RGP, because i cant find it in XML Editor...

Now i think that AIMNAS has officially abandoned XML editor!!!

Page 33 of 134 ---- Generated from The Bears Pit Subject: Re: AIMNAS WF2011 Part 9 Posted by JMich on Thu, 02 Jun 2011 06:14:34 GMT View Forum Message <> Reply to Message You mean BR sell the combos or the single items? The idea behind the combos was that instead of using up 2 attachment slots (out of 4) you would only use 1 while still getting the same benefit. Since NAS does not really have a limit of attachment slots, you can use them all without problem. As for not finding the Carl Gustav RPG, are you opening the correct xml files? Or are you opening the 1.13 xml files?

Since I haven't really played WF lately, I cannot tell you why it's not working, but if an item does not exist in the xml files (items.xml) then it will not be found ingame.

Subject: Re: AIMNAS WF2011 Part 9 Posted by DepressivesBrot on Thu, 02 Jun 2011 06:43:04 GMT View Forum Message <> Reply to Message Repeating a statement doesn't increase it's correctness. Neither the RLAM/FL nor the LAM/RS and LAM/SMR modules are in the game anymore. The components are and you can just put those on a gun - there is no need for those modules.

As for the CG, it's there but inexplicably missing some values, I'll mention it to smeagol if he misses it here.

Subject: Re: AIMNAS WF2011 Part 9 Posted by Gorro der Grüne on Thu, 02 Jun 2011 06:49:47 GMT View Forum Message <> Reply to Message looks like the old "I have MY prejudices - don't bother ME with facts" bug again :eek4:

Subject: Re: AIMNAS WF2011 Part 9 Posted by Kirill_OverK on Thu, 02 Jun 2011 19:20:12 GMT View Forum Message <> Reply to Message Gorro der Gr

Subject: Re: AIMNAS WF2011 Part 9 Posted by Kirill_OverK on Thu, 02 Jun 2011 19:31:11 GMT View Forum Message <> Reply to Message do you plan add it to you mod ? -

Page 34 of 134 ---- Generated from The Bears Pit http://www.legion.zone.zg.pl/doku.php/moje_projekty_v113/projekt_kamuflaz

Subject: Re: AIMNAS WF2011 Part 9 Posted by Logisteric on Thu, 02 Jun 2011 19:31:55 GMT View Forum Message <> Reply to Message because it is a fullgrown mod

Subject: Re: AIMNAS WF2011 Part 9 Posted by Shadow21 on Thu, 02 Jun 2011 21:10:38 GMT View Forum Message <> Reply to Message afaik allready part of 1.13 so naturally its included in aimnas

Subject: Re: AIMNAS WF2011 Part 9 Posted by raycrasher on Sat, 04 Jun 2011 08:40:52 GMT View Forum Message <> Reply to Message hmmmm, I see that almost all of the NCTH values can be calculated from OCTH data... i'll see if I can make a quick command-line tool to generate NCTH xmls from AIMNAS data... now working...

Subject: Re: AIMNAS WF2011 Part 9 Posted by DepressivesBrot on Sat, 04 Jun 2011 08:45:47 GMT View Forum Message <> Reply to Message Well, the problem isn't the calculations, I could have done that easily (and efficiently) myself. The problem is that to my knowledge, NCTH still isn't very balanced. So all one can do is generate an equally skewed set of data for AIMNAS.

Subject: Re: AIMNAS WF2011 Part 9 Posted by raycrasher on Sat, 04 Jun 2011 09:09:15 GMT View Forum Message <> Reply to Message Oh... so the problem is balance, and not the XML grunt work?

Subject: Re: AIMNAS WF2011 Part 9 Posted by DepressivesBrot on Sat, 04 Jun 2011 09:21:13 GMT

Page 35 of 134 ---- Generated from The Bears Pit View Forum Message <> Reply to Message Basically yes.

Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Sat, 04 Jun 2011 09:22:29 GMT View Forum Message <> Reply to Message My problems atm are: a.) I finally got a new PC after 8 years, which takes a bit time to get used to. b.) I don't really have much time c.) It's crazy warm d.) I was very dissapointed with the first NCTH tests I made (basically tested HRs first version... guess it has changed a lot since then), and thus not really interested THAT much in looking into it...

Subject: Re: AIMNAS WF2011 Part 9 Posted by Maalstroom on Sat, 04 Jun 2011 09:29:17 GMT View Forum Message <> Reply to Message hi, smeagol can you make a package with all the big maps you

Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Sat, 04 Jun 2011 09:38:58 GMT View Forum Message <> Reply to Message It's already on my skydrive. Grab the WF2011 V7 file. That one should contain everything needed. It might be, that it overwrites newer items I added. Installing it could be a bit problematic...

Big Maps Test Version

Handle with care and be aware, that it will make the other maps look weird due to tileset changes.

Subject: Re: AIMNAS WF2011 Part 9 Posted by Kirill_OverK on Sat, 04 Jun 2011 09:59:51 GMT View Forum Message <> Reply to Message smeagolMy problems atm are:

Page 36 of 134 ---- Generated from The Bears Pit d.) I was very dissapointed with the first NCTH tests I made (basically tested HRs first version... guess it has changed a lot since then), and thus not really interested THAT much in looking into it...

Yes ... new NCTH have very much problems ... the concept is good, but implementation is lame ...

Subject: Re: AIMNAS WF2011 Part 9 Posted by dreamer2008 on Sat, 04 Jun 2011 20:28:00 GMT View Forum Message <> Reply to Message I have a small problem, don't know where is the crate in Drassen airport with the shipments from Bobby Ray. I modified the ini to disable Pablo stealing from me, also I put 0 chance to permanently lose the items, but still in the shipments room there are only 4 locked boxes with some camo gear inside, not my ordered gear. Pablo says that he received a small package and hopes that he didn't misplace it. Please help?

Subject: Re: AIMNAS WF2011 Part 9 Posted by lockie on Sat, 04 Jun 2011 20:31:09 GMT View Forum Message <> Reply to Message Are you looking in the right room ? .... hint .... no !

Subject: Re: AIMNAS WF2011 Part 9 Posted by Blue_Fox on Sat, 04 Jun 2011 21:06:58 GMT View Forum Message <> Reply to Message Look for a building with Shipments

*Edit. KSVK is a Russian Rifle but not support the Corsak Laser. Can it be replaced with the AN/PEC?

Subject: Re: AIMNAS WF2011 Part 9 Posted by dreamer2008 on Sun, 05 Jun 2011 05:06:49 GMT View Forum Message <> Reply to Message

Page 37 of 134 ---- Generated from The Bears Pit So it was in the small northern building, interesting. Thank you for the replies!

Subject: Re: AIMNAS WF2011 Part 9 Posted by Buns on Sun, 05 Jun 2011 09:18:16 GMT View Forum Message <> Reply to Message Yep, that can be a bit confusing because Paco is in the other building.

Subject: Re: AIMNAS WF2011 Part 9 Posted by wolf00 on Sun, 05 Jun 2011 09:57:11 GMT View Forum Message <> Reply to Message this can help you

Subject: Re: AIMNAS WF2011 Part 9 Posted by DepressivesBrot on Sun, 05 Jun 2011 10:43:05 GMT View Forum Message <> Reply to Message It gets even more confusing when you start talking about people that aren't even in the same sector. The airport dude is called Pablo. Pacos is the child in Omerta. Seriously, check your facts before answering.

Subject: Re: AIMNAS WF2011 Part 9 Posted by wolf00 on Sun, 05 Jun 2011 10:48:46 GMT View Forum Message <> Reply to Message my reply is related to: "I have a small problem, don't know where is the crate in Drassen airport with the shipments from Bobby Ray. I modified the ini to disable Pablo stealing from me, also I put 0 chance to permanently lose the items, but still in the shipments room there are only 4 locked boxes with some camo gear inside, not my ordered gear. Pablo says that he received a small package and hopes that he didn't misplace it. Please help?" i think it is a corect...

Subject: Re: AIMNAS WF2011 Part 9 Posted by DepressivesBrot on Sun, 05 Jun 2011 10:50:09 GMT View Forum Message <> Reply to Message

Page 38 of 134 ---- Generated from The Bears Pit Sure, that why it says 'Re:Buns' in the header of my post, nothing wrong with your pic wolf00.

Subject: Re: AIMNAS WF2011 Part 9 Posted by Buns on Sun, 05 Jun 2011 10:51:40 GMT View Forum Message <> Reply to Message His reply was directed to "Yep, that can be a bit confusing because Paco is in the other building." What had realy made his day - and partly did my day too because when having been about to send him a PM I finally stumbled upon the Ignore function of this board, what will make it much more enoyable for me.

Subject: Re: AIMNAS WF2011 Part 9 Posted by wolf00 on Sun, 05 Jun 2011 11:03:57 GMT View Forum Message <> Reply to Message db & buns:ok sorry for this mistake...

Subject: Re: AIMNAS WF2011 Part 9 Posted by dreamer2008 on Sun, 05 Jun 2011 12:22:06 GMT View Forum Message <> Reply to Message I already found it with the info from the previous posts, but I appreciate that you made a screenshot to help me, thank you!

@Buns Yes, that was the source of confusion for me, I expected the shipment to be in the same room with Pablo.

I hope you all don't mind but I have another question related to Bobby Ray if somebody knows the answer. I was hoping to buy 40 mm grenades, since one of my IMP's is an expert in explosives, but I see in the Bobby ray shop only 40 mm buckshot, and a few 40 mm grenades with stun, illumination, and things like that, not a simple damage dealing grenade. Is this normal? I set Bobby Ray Selection to Excellent.

Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Sun, 05 Jun 2011 12:56:17 GMT View Forum Message <> Reply to Message DreamerI already found it with the info from the previous posts, but I appreciate that you made a screenshot to help me, thank you!

@Buns

Page 39 of 134 ---- Generated from The Bears Pit Yes, that was the source of confusion for me, I expected the shipment to be in the same room with Pablo.

I hope you all don't mind but I have another question related to Bobby Ray if somebody knows the answer. I was hoping to buy 40 mm grenades, since one of my IMP's is an expert in explosives, but I see in the Bobby ray shop only 40 mm buckshot, and a few 40 mm grenades with stun, illumination, and things like that, not a simple damage dealing grenade. Is this normal? I set Bobby Ray Selection to Excellent.

40mm HE grenades probably have a slightly higher coolness level and will show up once your game progress advances.

Subject: Re: AIMNAS WF2011 Part 9 Posted by dreamer2008 on Sun, 05 Jun 2011 14:11:32 GMT View Forum Message <> Reply to Message smeagol40mm HE grenades probably have a slightly higher coolness level and will show up once your game progress advances. I thought that may be the case, but I found it kind of weird that the main ammo for the grenade launcher, the 40 mm grenade would require a coolness higher than 40, while some other more exotic grenades are available.

Is there a list with the items and their coolness value so I can check and maybe rectify the value for my liking?

Subject: Re: AIMNAS WF2011 Part 9 Posted by Anonymous on Sun, 05 Jun 2011 14:21:54 GMT View Forum Message <> Reply to Message You can look in the XML editor that came with your mod. Play around with it and change items.

Subject: Re: AIMNAS WF2011 Part 9 Posted by dreamer2008 on Sun, 05 Jun 2011 14:43:23 GMT View Forum Message <> Reply to Message taotechingYou can look in the XML editor that came with your mod. Play around with it and change items.

Thank you, I didn't know about the XML editor, how nice and simple it is to use. Found the 40mm HE Grenade, and its coolness is the same as tear gas and the other grenades that do show up. So maybe Bobby Ray is just out of stock of those grenades, thats all. I hope.

Page 40 of 134 ---- Generated from The Bears Pit Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Sun, 05 Jun 2011 15:05:14 GMT View Forum Message <> Reply to Message Are you sure you openend the correct data file? Sometimes the xml editor opens the default 1.13 stuff. In the AIMNAS xml you should have something around 2500 items total (probably a bit more already...). If you don't have all the AIMNAS stuff in that file, you need to change the xmlinit file in the ja2 mainfolder to point to data-aim instead of data-1.13.

I think I changed the 40mm HE grenades to have a coolness 1 level higher than tear gas...

Subject: Re: AIMNAS WF2011 Part 9 Posted by dreamer2008 on Sun, 05 Jun 2011 15:28:37 GMT View Forum Message <> Reply to Message Yes that was the problem, Xml Editor still opened the default 1.13. Now I see that the coolness is 5 for the Grenade and lower for some other grenades, thats why they show up earlier. Thank you for helping me correct this.

Subject: Re: AIMNAS WF2011 Part 9 Posted by bigday on Tue, 07 Jun 2011 16:44:02 GMT View Forum Message <> Reply to Message smeagol, I have a small issue with the face items , every time i press shift+N , the goggle (or night vision ) will move to a slot in the LBE gear instead of the helmet slot and if there no slot in the LBE gear available , there will be an error report about there no slot to move the goggle

Subject: Re: AIMNAS WF2011 Part 9 Posted by sardonic_wrath on Wed, 08 Jun 2011 02:36:38 GMT View Forum Message <> Reply to Message evildaysmeagol, I have a small issue with the face items , every time i press shift+N , the goggle (or night vision ) will move to a slot in the LBE gear instead of the helmet slot and if there no slot in the LBE gear available , there will be an error report about there no slot to move the goggle Me too. Sometimes i get strange messages like "you can't use sunglasses with sunglasses" (rough translation)

Another thing... there are some posts earlier in this thread about giving facegear the symbols on the portraits. I looked at the FaceGear.xml, but that seems to be only for the graphic overlays, not for the simple symbols. Any idea where those are defined?

Page 41 of 134 ---- Generated from The Bears Pit thanks for the great work btw!

Subject: Re: AIMNAS WF2011 Part 9 Posted by bigday on Wed, 08 Jun 2011 08:23:43 GMT View Forum Message <> Reply to Message one more thing is some night vision don't showed a small icon on merc portraits while equipped (example: the night vision gen III B) how to fix it???

Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Wed, 08 Jun 2011 10:49:38 GMT View Forum Message <> Reply to Message sardonic_wrath Another thing... there are some posts earlier in this thread about giving facegear the symbols on the portraits. I looked at the FaceGear.xml, but that seems to be only for the graphic overlays, not for the simple symbols. Any idea where those are defined?

My guess is, that the two things are the same in the xml. But as I said earlier, I haven't really looked into it yet.

Subject: Re: AIMNAS WF2011 Part 9 Posted by psycho1976 on Thu, 09 Jun 2011 21:44:08 GMT View Forum Message <> Reply to Message Possible bug: Running a clean v19 of Aimnas and I am getting some VERY strange AP costs using sniper .

Basically what is happening is that I get some very low costs after my merc has started using the scope. My mercs are lvl 7-8 and using the Barret M82A1M gives me an AP cost that is: With normal bipod: 36 With h. bipod: 32 With h. bipod AND adv. b. comp. : 1!!

From what I understood the h. bipod and the adv. b. comp should actually increase the AP cost. I have tried with several other of the heavy caliber sniper rifles and they net me more or less the same result.

Edit: Forgot to mention, I am using Tai's SCI of your v19

Page 42 of 134 ---- Generated from The Bears Pit Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Fri, 10 Jun 2011 08:11:11 GMT View Forum Message <> Reply to Message I'll take a look at that asap.

Subject: Re: AIMNAS WF2011 Part 9 Posted by Blue_Fox on Fri, 10 Jun 2011 09:38:04 GMT View Forum Message <> Reply to Message @Smeagol Quote:- Whats the point in the HK 416 "14 ? The "16 costs 70$ more, weighs 0,1 kg more and got 10 more range. Guess wich one I'm gonna take... 14" (10) 25 - 33 (APs to Ready: odd) 16" (9) 25 - 33

Is this ment to be this way?

Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Fri, 10 Jun 2011 10:01:34 GMT View Forum Message <> Reply to Message Blue_Fox 14" (10) 25 - 33 (APs to Ready: odd) 16" (9) 25 - 33

Is this ment to be this way?

Will also investigate this. Thanks for reporting.

Subject: Re: AIMNAS WF2011 Part 9 Posted by Slax on Fri, 10 Jun 2011 10:10:07 GMT View Forum Message <> Reply to Message The blueshirt "guards" in Balime (store sector) spout things like "quote 10" when you speak to them. An oversight, I imagine?

Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Fri, 10 Jun 2011 10:23:40 GMT View Forum Message <> Reply to Message

Page 43 of 134 ---- Generated from The Bears Pit Psycho1976Possible bug: Running a clean v19 of Aimnas and I am getting some VERY strange AP costs using sniper rifles.

Basically what is happening is that I get some very low costs after my merc has started using the scope. My mercs are lvl 7-8 and using the Barret M82A1M sniper rifle gives me an AP cost that is: With normal bipod: 36 With h. bipod: 32 With h. bipod AND adv. b. comp. : 1!!

From what I understood the h. bipod and the adv. b. comp should actually increase the AP cost. I have tried with several other of the heavy caliber sniper rifles and they net me more or less the same result.

Edit: Forgot to mention, I am using Tai's SCI of your v19

Yeah, looks like a problem. I could easily reproduce it, but I don't know what's causing it. Even with the Adv. Ball. computer unattached, the gun still only takes 1 AP to fire (M82A1M with Rifle Lam, Flashlight, Schmitt&Bender Scope, Heavy Bipod, Flashsupp. and the Computer). Could be related to the expert sniper handling it while carrying 125% weight. The sniper only has a total of 60 AP available, so shooting costs might be reduced by a lot. No idea atm how to fix it.

Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Fri, 10 Jun 2011 10:24:13 GMT View Forum Message <> Reply to Message SlaxThe blueshirt "guards" in Balime (store sector) spout things like "quote 10" when you speak to them. An oversight, I imagine?

Just my laziness that I haven't looked too much into factions yet.

Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Fri, 10 Jun 2011 13:19:44 GMT View Forum Message <> Reply to Message Updating to the 4462 exe solved the problem with aiming cost.

Subject: Re: AIMNAS WF2011 Part 9 Posted by psycho1976 on Fri, 10 Jun 2011 13:25:28 GMT View Forum Message <> Reply to Message smeagolPsycho1976Possible bug: Running a clean v19 of Aimnas and I am getting some VERY strange AP costs using sniper rifles.

Page 44 of 134 ---- Generated from The Bears Pit Basically what is happening is that I get some very low costs after my merc has started using the scope. My mercs are lvl 7-8 and using the Barret M82A1M sniper rifle gives me an AP cost that is: With normal bipod: 36 With h. bipod: 32 With h. bipod AND adv. b. comp. : 1!!

From what I understood the h. bipod and the adv. b. comp should actually increase the AP cost. I have tried with several other of the heavy caliber sniper rifles and they net me more or less the same result.

Edit: Forgot to mention, I am using Tai's SCI of your v19

Yeah, looks like a problem. I could easily reproduce it, but I don't know what's causing it. Even with the Adv. Ball. computer unattached, the gun still only takes 1 AP to fire (M82A1M with Rifle Lam, Flashlight, Schmitt&Bender Scope, Heavy Bipod, Flashsupp. and the Computer). Could be related to the expert sniper handling it while carrying 125% weight. The sniper only has a total of 60 AP available, so shooting costs might be reduced by a lot. No idea atm how to fix it.

The Sniper-perk shouldn't be of a factor as I tried it with two different mercs and neither had it. Both had the bodybuilder-perk though. Because of the latter they weren't overloaded either.

So far I have managed to use the gun without the adv. ball. comp. and feel that I weren't cheating that much. Still I think I will replace the .50 cal with a lighter caliber rifle as it is too easy when you have such a gun

Edit: you fixed it while I typed, AWESOME!

Subject: Re: AIMNAS WF2011 Part 9 Posted by Ramirez on Fri, 10 Jun 2011 13:39:43 GMT View Forum Message <> Reply to Message Hello, just went for a new try with this awesome mod (tais v19) and I have 2 questions:

My settings, roughly: insane, 40 Militia, 38 Enemy, Queen unlimited troops, Elite-Militia can be trained

1. Although the counterattack is set to TRUE in the .ini, I never got one in now 4 games.

2. In WF the queen attacked very aggressively, I recall 3-4 attacks on Drassen per day. I'm also pretty sure that this aggresiveness was in the first versions of your mod. Now there is only one attack per day and once I've got Elite-Militia the attacks cease completely. In my current game I have recently conquered Cambria as my second city. So far two attacks ( 5 ingame days have passed sofar) from patrols.

Page 45 of 134 ---- Generated from The Bears Pit Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Fri, 10 Jun 2011 13:44:01 GMT View Forum Message <> Reply to Message Yeah, once you overstocked sectors with Elite Militia, the AI tends to give up re-taking cities. Have noticed that as well... dunno if it can be changed with some ini setting or not.

Subject: Re: AIMNAS WF2011 Part 9 Posted by Logisteric on Fri, 10 Jun 2011 17:47:10 GMT View Forum Message <> Reply to Message nope, no chance - too many dark blues means no attacks

Subject: Re: AIMNAS WF2011 Part 9 Posted by Blue_Fox on Fri, 10 Jun 2011 17:51:24 GMT View Forum Message <> Reply to Message I had 30 Elite Militia's in NE SAM site. Still got attacked.

Subject: Re: AIMNAS WF2011 Part 9 Posted by Logisteric on Fri, 10 Jun 2011 17:53:50 GMT View Forum Message <> Reply to Message maybe it was

- the last place you freed - and they had already retaken all of them roadblocks etc they will do anything else on their agenda if too many darkblues (=elites) are around

Subject: Re: AIMNAS WF2011 Part 9 Posted by Blue_Fox on Fri, 10 Jun 2011 17:57:25 GMT View Forum Message <> Reply to Message So it can be change in the code i assume.

Page 46 of 134 ---- Generated from The Bears Pit Subject: Re: AIMNAS WF2011 Part 9 Posted by Dim on Sat, 11 Jun 2011 02:37:57 GMT View Forum Message <> Reply to Message Hi guys. I believe the problem with the slowing down is not the large number of items but the new enchanted description box. I tried v18 with an older SCI, i can't remember the exact one, but i now that it had the old description box and everything was fine. I tried it and without AIMNAS just JA2Gold and v1.13 EN 4452 and the problem exists there also. As i said i am not sure if this is the cause or something else but sure seems more probable cause the slowing down appeared just after that for me at least. Sorry if i'm wrong but if anyone can take a look at this would be cool.

And thank you Smeagol and all of you for all the efford you put in this great mod

Subject: Re: AIMNAS WF2011 Part 9 Posted by krux on Sat, 11 Jun 2011 11:28:23 GMT View Forum Message <> Reply to Message Hello guys, thanks for a great mod! I was wondering, what is the idea with all the "fixed" stocks on all rifles? (Sorry if it has been asked before, couldn't find it) Is it really necessary to have the default items detachable? It makes it a lot harder to spot scopes and other atatchments on weapons as almost every rifle has the green dot in the inventory screen. Just wanted to hear your thoughts behind the idea and check if it can be disabled in any way.

Subject: Re: AIMNAS WF2011 Part 9 Posted by Blue_Fox on Sat, 11 Jun 2011 12:12:56 GMT View Forum Message <> Reply to Message Different Stocks, different APs to ready, Aim Bonus. Check it with a Laser. Scopes and other attachments come in other slots.

Subject: Re: AIMNAS WF2011 Part 9 Posted by dinglehopper on Sat, 11 Jun 2011 13:12:11 GMT View Forum Message <> Reply to Message First thing I do after a fight is remove all attachments with I think shift f and then I auto stack with shift s. I really don't care what gun a scope was attached to because I want to attach it to the best one anyways.

Page 47 of 134 ---- Generated from The Bears Pit After a few coolness upgrades and shipments from bobby rays I take all my mercs to drassen airport, drop all their gear until they be naked, shift f shift s and start outfiting them from scratch. Best way to stay on top of their gear in my opinion.

Subject: Re: AIMNAS WF2011 Part 9 Posted by Blue_Fox on Sat, 11 Jun 2011 18:16:17 GMT View Forum Message <> Reply to Message Shift & E to drop all from a Merc, except the weapon in hand, armour and LBE. Shift & M to get it at one place.

Subject: Re: AIMNAS WF2011 Part 9 Posted by NYC on Sun, 12 Jun 2011 05:54:08 GMT View Forum Message <> Reply to Message Getting a CTD when trying to fire Carl-Gustaf M3 RPG.

Tais latest AIMNAS SCI V19, upgraded to 4462 exe

Sector: H13 Merc: Grizzly, Attachments: , Scope 4X Round: FFV551 Heat

Merc says that he cant hit the target, even though there are no cover/obstacles between him and target. As soon as I order the "force" shot, the CTD happens.

Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Sun, 12 Jun 2011 08:21:33 GMT View Forum Message <> Reply to Message Yeah, the Carl Gustaf is missing values in the V19 version. Somehow a lot of the data on it got deleted between some versions. Don't know what caused it, but I have fixed it and it should run again in the next versions.

Subject: Re: AIMNAS WF2011 Part 9 Posted by krux on Sun, 12 Jun 2011 17:45:22 GMT View Forum Message <> Reply to Message Thanks dinglehopper & Blue_Fox,those are some handy hotkeys. Solves my problem.

Page 48 of 134 ---- Generated from The Bears Pit Subject: Re: AIMNAS WF2011 Part 9 Posted by HyperEX on Mon, 13 Jun 2011 03:34:24 GMT View Forum Message <> Reply to Message smeagol: Is there any way for a novice programmer such as myself to try to do some debugging on my own for AIMNAS? Is there some sort of mini-guide around for this? Are there any special tools you use? (such as save game editor/viewer)

I've noticed certain crashes lately which have been getting a little annoying, mainly using the sell-all hotkey in certain sectors causing crash, or if a enemy bleeds out causing sector to become clear or something, the game crashes. (Happened like 3 times now in same sector, gonna be doing the same battle a FOURTH time now, in a few minutes)

Subject: Re: AIMNAS WF2011 Part 9 Posted by JMich on Mon, 13 Jun 2011 06:10:30 GMT View Forum Message <> Reply to Message @HyperEX Grab the source code, and Visual Studio C++ Express, compile a debug version, and start debugging. If you need more info, find me on irc (though I usually lurk there). DepressiveBrot, Tais and Jenilee should also be able to help, assuming they are there and not lurking.

Subject: Re: AIMNAS WF2011 Part 9 Posted by spirit99 on Mon, 13 Jun 2011 10:10:23 GMT View Forum Message <> Reply to Message i can now reproduce the shift+n problem (nvg or sunglases end in inventiory) if u have an atachment at helmet other than nvg or sunglases the swap wont work ending in a strange error message and on of the 2 items in inventory. reproduced this with the black hat? (schwarze m

Subject: Re: AIMNAS WF2011 Part 9 Posted by Tue on Tue, 14 Jun 2011 13:10:47 GMT View Forum Message <> Reply to Message smeagolYeah, the Carl Gustaf is missing values in the V19 version. Somehow a lot of the data on it got deleted between some versions. Don't know what caused it, but I have fixed it and it should run again in the next versions.

Is this something we can fix ourselves - and if so how? I've made some changes to the xml-files for my current game and it would probably be easier to just fix this one item than to change all the others in a new AIMNAS-version.

Page 49 of 134 ---- Generated from The Bears Pit EDIT: Wasn't too hard. Gave it a higher damage than the RPG-7 and RPG-16 but made it slower firing and slower to reload. Have no idea what the correct values are, but at least now I can use it.

Subject: Re: AIMNAS WF2011 Part 9 Posted by Gorro der Grüne on Tue, 14 Jun 2011 13:17:11 GMT View Forum Message <> Reply to Message cap not hat f

Subject: Re: AIMNAS WF2011 Part 9 Posted by spirit99 on Tue, 14 Jun 2011 18:03:57 GMT View Forum Message <> Reply to Message jaja thx

Subject: Re: AIMNAS WF2011 Part 9 Posted by K0ukku on Wed, 15 Jun 2011 06:37:21 GMT View Forum Message <> Reply to Message Is the RPK-74 drum mag adaptor broken, or is it just me? Tried to use the Rpk-74 drum mag adaptor in AK-74 and AK-74 Tactical but the mag size is still 30 rounds! The +30% reload AP cost is in effect thou.

Subject: Re: AIMNAS WF2011 Part 9 Posted by wolf00 on Wed, 15 Jun 2011 06:49:03 GMT View Forum Message <> Reply to Message unload your ammo from gun,put adaptor on gun & now you can load ammo...

Subject: Re: AIMNAS WF2011 Part 9 Posted by K0ukku on Wed, 15 Jun 2011 20:33:44 GMT View Forum Message <> Reply to Message Tried it. Still does not work.

Smeag you might wanna check what's up with that?

Page 50 of 134 ---- Generated from The Bears Pit Subject: Re: AIMNAS WF2011 Part 9 Posted by DepressivesBrot on Wed, 15 Jun 2011 20:38:53 GMT View Forum Message <> Reply to Message Your adapter might be in bad shape, try repairing it.

Subject: Re: AIMNAS WF2011 Part 9 Posted by Blue_Fox on Wed, 15 Jun 2011 20:42:15 GMT View Forum Message <> Reply to Message Even with a bad Adapter you have 75 bullets

Subject: Re: AIMNAS WF2011 Part 9 Posted by DepressivesBrot on Wed, 15 Jun 2011 20:45:05 GMT View Forum Message <> Reply to Message 1) The RPK-74 adapter only gives 45rd mags 2) An adapter in really bad shape won't work.

Subject: Re: AIMNAS WF2011 Part 9 Posted by Blue_Fox on Wed, 15 Jun 2011 20:50:03 GMT View Forum Message <> Reply to Message 5.45, correct 45 bullets. I had a bad adapter with the 7.92 bullets, still had 75 bullets. AKM.

Subject: Re: AIMNAS WF2011 Part 9 Posted by Gorro der Grüne on Wed, 15 Jun 2011 21:00:27 GMT View Forum Message <> Reply to Message 7,92? really on a K98?

Subject: Re: AIMNAS WF2011 Part 9 Posted by DepressivesBrot on Wed, 15 Jun 2011 21:03:54 GMT View Forum Message <> Reply to Message Would you please stop arguing if you don't know what you're talking about? UINT16 GetMagSize( OBJECTTYPE *pObj, UINT8 subObject ) { // DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("GetMagSize"));

Page 51 of 134 ---- Generated from The Bears Pit return Weapon[ pObj->usItem ].ubMagSize + GetMagSizeBonus(pObj, subObject); }INT16 GetMagSizeBonus( OBJECTTYPE * pObj, UINT8 subObject ) { INT16 bonus = 0; if (pObj->exists() == true) { bonus = BonusOnOff( Item[pObj->usItem].magsizebonus, (*pObj)[subObject]->data.objectStatus );

for (attachmentList::iterator iter = (*pObj)[subObject]->attachments.begin(); iter != (*pObj)[subObject]->attachments.end(); ++iter) { if(iter->exists()){ bonus += BonusOnOff( Item[iter->usItem].magsizebonus, (*iter)[0]->data.objectStatus ); } } } return( bonus ); }INT16 BonusOnOff( INT16 bonus, INT16 status ) { if ( bonus > 0 ) return (status >= 50) ? bonus : 0; else // A penalty can't be reduced by status! return bonus; }As one can see from the functions above, the magsize of a gun is calculated from the base magsize and the boni that come from attachments. Note the BonusOnOff function? That one says that only items with status of 50 or more will provide a bonus. Now stop spreading confusion.

Subject: Re: AIMNAS WF2011 Part 9 Posted by K0ukku on Wed, 15 Jun 2011 21:21:15 GMT View Forum Message <> Reply to Message Mkay. The RPK drum adaptor is like 40% shape, so I will try to fix it. I've had that adaptor on my repairdude for a few days, but I always but some new guns to him for fixing.

Would it be possible to see like a remote detonater variant of the Trip Klaxon (the walkman trap)? It would be nice to place it somewhere, then detonate it and silently annihilate the poor patrol men...

Subject: Re: AIMNAS WF2011 Part 9 Posted by Slax on Thu, 16 Jun 2011 11:55:32 GMT View Forum Message <> Reply to Message "Oh! Something of interest." Expensive rails for those 5.56 , maybe?

Page 52 of 134 ---- Generated from The Bears Pit Subject: Re: AIMNAS WF2011 Part 9 Posted by tais on Thu, 16 Jun 2011 15:09:08 GMT View Forum Message <> Reply to Message Looks more like a sort of a copy of the Mk18mod0, some sort of upper that converts any M4 based gun into a small entry rifle.. http://img.blogs.yahoo.co.jp/ybi/1/ec/c6/tbsxb0902/folder/761012/img_761012_33002685_0?1282 732280

Subject: Re: AIMNAS WF2011 Part 9 Posted by Slax on Thu, 16 Jun 2011 15:56:58 GMT View Forum Message <> Reply to Message Quote:RIFLE, SMG OR PISTOL upper Good enough for me.

Subject: Re: AIMNAS WF2011 Part 9 Posted by spirit99 on Thu, 16 Jun 2011 16:53:04 GMT View Forum Message <> Reply to Message Problem no mine income in cambria, had miner still spells something like "i know you have not the whole day to talk" (play with german version) so do i miss something?

Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Thu, 16 Jun 2011 17:30:31 GMT View Forum Message <> Reply to Message SPiRiT75Problem no mine income in cambria, had miner still spells something like "i know you have not the whole day to talk" (play with german version) so do i miss something?

If it is Oswald (which it seems it is from the speech file... thoguh Carl is picky as well), you will need some very high Leadership guy and high loyalty afaik.

Subject: Re: AIMNAS WF2011 Part 9 Posted by spirit99 on Thu, 16 Jun 2011 17:40:26 GMT View Forum Message <> Reply to Message thx smeagol, must test out.. carl there wase something with him... tirxa... man too lang in the past iplayed the game last..must show help i think

Page 53 of 134 ---- Generated from The Bears Pit got it 40% loyality and 65 % leadership worked, only 39% loyality after taking all sectors, so i had to train some milita first

Subject: Re: AIMNAS WF2011 Part 9 Posted by tbird94lx on Sat, 18 Jun 2011 09:56:42 GMT View Forum Message <> Reply to Message i think i'm braindead..i click your link on your posts smeagol to download newest aim..but its 2010..wheres the one this thread is about..i'd like to slap it on the new 1.13 build and give it a whirl o.O

Subject: Re: AIMNAS WF2011 Part 9 Posted by tais on Sat, 18 Jun 2011 09:58:46 GMT View Forum Message <> Reply to Message Yeah the skydrive is sort of a mess. You could try grabbing the full SCI, maybe that'll help, link is underneath my post

Subject: Re: AIMNAS WF2011 Part 9 Posted by tbird94lx on Sat, 18 Jun 2011 10:00:17 GMT View Forum Message <> Reply to Message thanks..just found it..thanks tais

Subject: Re: AIMNAS WF2011 Part 9 Posted by tais on Sat, 18 Jun 2011 10:01:41 GMT View Forum Message <> Reply to Message dont forget to slap on the 4462 hotfix though.. it was to small to make a brand new sci

Subject: Re: AIMNAS WF2011 Part 9 Posted by Ramirez on Sun, 19 Jun 2011 20:41:35 GMT View Forum Message <> Reply to Message Hey folks,

I've got a weird thing in sector D14. Every time since day 5 or 6 when I enter that sector I get that 'xy has noticed someone' but there is nobody. I've searched the hole sector by night and day, nothing. It's now day 22 and Hamous hasn't showed up, yet. Coincidence? Could it be possible

Page 54 of 134 ---- Generated from The Bears Pit that Hamous is there but invisible?

This mod has really developed into a great one, thx smeagol (and all who are involved)

Subject: Re: AIMNAS WF2011 Part 9 Posted by Logisteric on Sun, 19 Jun 2011 20:46:44 GMT View Forum Message <> Reply to Message RamirezThis mod has really developed into a great one, thx smeagol (and all who are involved)

fixet it for you - it's a one man show :super:

Subject: Re: AIMNAS WF2011 Part 9 Posted by Dougster on Mon, 20 Jun 2011 02:59:30 GMT View Forum Message <> Reply to Message I have a persistant repeatable crash with AIMNAS and 4462. Load up either the quicksave or the save game called "Crash" and hit End-Turn.

http://dl.dropbox.com/u/17110803/Profiles.7z

Good luck.

Subject: Re: AIMNAS WF2011 Part 9 Posted by Dougster on Mon, 20 Jun 2011 17:29:40 GMT View Forum Message <> Reply to Message Ok I debugged the problem with tais help. An enemy soldier was holding compact binoculars but trying to pick up a better weapon.

TacticalAI/FindLocations.cpp line 1869 iTempValue = 100 * Weapon[pObj->usItem].ubDeadliness / Weapon[pSoldier->inv[HANDPOS].usItem].ubDeadliness; ubDeadliness for binoculars is not set, so this line causes division by zero and a CTD.

In weapons.xml I added 1 and it got past the crash.

Page 55 of 134 ---- Generated from The Bears Pit Quick fix: replace Data-AIM/TableData/Weapons.xml with this one: Weapons.xml

Subject: Re: AIMNAS WF2011 Part 9 Posted by spirit99 on Mon, 20 Jun 2011 17:58:16 GMT View Forum Message <> Reply to Message savegame save with buggy jeep the jeep is not shown as emty always shown as Team 3 and you can only put 5 merc in it on tactical Grace is shown as in the jeep she is 1 sector away you cant unload that 'extra Grace' any workaround for this problem? or any hack for savegame?

Subject: Re: AIMNAS WF2011 Part 9 Posted by Gorro der Grüne on Mon, 20 Jun 2011 18:13:44 GMT View Forum Message <> Reply to Message assign Grace to squad and bring her to the same sector as the jeep than reasign her to another squad and assign 6 mercs to squad 3

Subject: Re: AIMNAS WF2011 Part 9 Posted by spirit99 on Mon, 20 Jun 2011 19:07:07 GMT View Forum Message <> Reply to Message Thank you will try this later

Subject: Re: AIMNAS WF2011 Part 9 Posted by tbird94lx on Mon, 20 Jun 2011 19:25:30 GMT View Forum Message <> Reply to Message ok..am running new 1.13 with current fixed exe and your tais aimnas sci....umm..are the accuracies on everything supossed to be zero?..just wondering..games still playable..just takes lot longer cause of alot mroe missed shots..not complaining though..is actually kinda fun

Page 56 of 134 ---- Generated from The Bears Pit Subject: Re: AIMNAS WF2011 Part 9 Posted by DepressivesBrot on Mon, 20 Jun 2011 19:26:26 GMT View Forum Message <> Reply to Message You're not playing with NCTH on, are you?

Subject: Re: AIMNAS WF2011 Part 9 Posted by tbird94lx on Mon, 20 Jun 2011 19:28:59 GMT View Forum Message <> Reply to Message DepressivesBrotYou're not playing with NCTH on, are you? i have no idea o.O havent tinkered with anything..wanna play thru basically default to how they are plopped into folder

Subject: Re: AIMNAS WF2011 Part 9 Posted by DepressivesBrot on Mon, 20 Jun 2011 19:33:55 GMT View Forum Message <> Reply to Message Acc 0 on pistols is ok, but anything SMG upwards should have a better accuracy rating. Go to ingame options, click 'next' and make sure that 'use new chance to hit system' is unchecked.

Subject: Re: AIMNAS WF2011 Part 9 Posted by TheShodan on Mon, 20 Jun 2011 22:52:03 GMT View Forum Message <> Reply to Message Is there any way to actually tell what the stat requirements are for the imp item choices? I tried screwing around and finding it manually ingame but then my ranger started getting all these different weapons and it threw me off completely.

Subject: Re: AIMNAS WF2011 Part 9 Posted by DepressivesBrot on Tue, 21 Jun 2011 05:30:14 GMT View Forum Message <> Reply to Message Open the XML-Editor and check Inventory-> IMP Items. Make sure that xmleditorinit.xml points to Data-AIM

Subject: Re: AIMNAS WF2011 Part 9

Page 57 of 134 ---- Generated from The Bears Pit Posted by TheShodan on Tue, 21 Jun 2011 07:10:02 GMT View Forum Message <> Reply to Message I did that, but it also seems to be mysteriously incomplete as I've managed to obtain multiple different for the ranger expert that aren't listed.

Subject: Re: AIMNAS WF2011 Part 9 Posted by DepressivesBrot on Tue, 21 Jun 2011 08:59:06 GMT View Forum Message <> Reply to Message In that very setup? I know smeagol used to hand shotguns to the Ranger, but the game can't assign guns that aren't there. The current xml should show a SOCOM 16 for the Ranger trait. So either you still aren't looking in the right place or you're comparing the current xml to older versions. Btw, if you reuse IMPs by entering their callsign instead of xep..., they get the same gear as before.

Subject: Re: AIMNAS WF2011 Part 9 Posted by spirit99 on Tue, 21 Jun 2011 18:34:19 GMT View Forum Message <> Reply to Message Gorro der Gr

Subject: Re: AIMNAS WF2011 Part 9 Posted by Gorro der Grüne on Tue, 21 Jun 2011 18:41:04 GMT View Forum Message <> Reply to Message than assign every person in the sector to squad and then try seat a sixmerc squad in the vehicle

Subject: Re: AIMNAS WF2011 Part 9 Posted by Ramirez on Wed, 22 Jun 2011 17:40:56 GMT View Forum Message <> Reply to Message @Spirit - had the same problem now and then. Put one Merc in jeep and after that directly to a squad again (jeep has to be empty after that). Always worked for me.

Subject: Re: AIMNAS WF2011 Part 9 Posted by spirit99 on Fri, 24 Jun 2011 05:20:39 GMT View Forum Message <> Reply to Message thx but i think it is totally messed up. try all variants. nothing works. last two cities now. i think i don't need 3 cars for the rest.

Page 58 of 134 ---- Generated from The Bears Pit Subject: Re: AIMNAS WF2011 Part 9 Posted by Gorro der Grüne on Fri, 24 Jun 2011 13:22:59 GMT View Forum Message <> Reply to Message There also Russian rifles feeding with 5,56 and western using 7,62 WP.

Russian doesn't mean it pairs with Russian (Remember all the Russian Girls imported to Amsterdam)

Subject: Re: AIMNAS WF2011 Part 9 Posted by spirit99 on Mon, 27 Jun 2011 09:06:16 GMT View Forum Message <> Reply to Message Problem with one merge m16 And m4/M16 ras kit dont work m4a1 and ras kit is ok but reverse merge with handle and m4ras you get an m4 commando

Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Mon, 27 Jun 2011 09:11:36 GMT View Forum Message <> Reply to Message SPiRiT75Problem with one merge m16 And m4/M16 ras kit dont work m4a1 and ras kit is ok but reverse merge with handle and m4ras you get an m4 commando

Yeah, stuff like that tends to sneak in from time to time. Thanks for reporting... will fix it.

Subject: Re: AIMNAS WF2011 Part 9 Posted by K0ukku on Mon, 27 Jun 2011 11:02:59 GMT View Forum Message <> Reply to Message So, can you guys give me a pro-tip what lines I have to add to which files to get the Carl Gustav working? I'm in some deep tank situation with my guys and got one LAW and one CG with HEAT rockets..

Page 59 of 134 ---- Generated from The Bears Pit Subject: Re: AIMNAS WF2011 Part 9 Posted by spirit99 on Mon, 27 Jun 2011 16:42:01 GMT View Forum Message <> Reply to Message @ smeagol with m16 works fine, my fault (m16a1 cant work all others are ok) only reverse conversion of m4a1 ras dont work

@ all if you need this conversion -> easy with xml editor edit: to find out why the x-ray detector not work, without much knowlege about the xml was a pain

Subject: Re: AIMNAS WF2011 Part 9 Posted by Kirill_OverK on Tue, 28 Jun 2011 00:00:05 GMT View Forum Message <> Reply to Message good news about mega-tile-set for big maps ! - http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=263627&page=3

Subject: Re: AIMNAS WF2011 Part 9 Posted by TheShodan on Wed, 29 Jun 2011 00:47:16 GMT View Forum Message <> Reply to Message Question, don't know if this is a bug to do with the SCI or mod but i cant select more than 3 male imp mercs even with max imp mercs set to 9 and max male IMPs set to 6. It gives me the same message every time i make 3 male mercs and go for a 4th one. I've tried starting off with the 3 fake voices but then it locks out the 3rd voice for no reason. Is this a recent bug to do with the main 1.13 revision?

Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Wed, 29 Jun 2011 07:20:24 GMT View Forum Message <> Reply to Message BareBonesQuestion, don't know if this is a bug to do with the SCI or mod but i cant select more than 3 male imp mercs even with max imp mercs set to 9 and max male IMPs set to 6. It gives me the same message every time i make 3 male mercs and go for a 4th one. I've tried starting off with the 3 fake voices but then it locks out the 3rd voice for no reason. Is this a recent bug to do with the main 1.13 revision?

At least it got nothing to do with AIMNAS...

Page 60 of 134 ---- Generated from The Bears Pit Subject: Re: AIMNAS WF2011 Part 9 Posted by Gorro der Grüne on Wed, 29 Jun 2011 07:29:46 GMT View Forum Message <> Reply to Message You have only three male imp voices

sollution

Subject: Re: AIMNAS WF2011 Part 9 Posted by TheShodan on Thu, 30 Jun 2011 23:51:35 GMT View Forum Message <> Reply to Message Guess I'll ask my final question, can I use other slots than the ones mentioned so I can actually have 9 imp mercs, and if so which ones are safe to use if theres a problem at all?

Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Sat, 02 Jul 2011 10:07:27 GMT View Forum Message <> Reply to Message Fixed the M4 merge and added .303 HP ammo.

Subject: Re: AIMNAS WF2011 Part 9 Posted by wolf00 on Sun, 03 Jul 2011 14:34:41 GMT View Forum Message <> Reply to Message hmm you dont want 7.92 ap-t ?

Subject: Re: AIMNAS WF2011 Part 9 Posted by spirit99 on Mon, 04 Jul 2011 17:08:19 GMT View Forum Message <> Reply to Message @ smeagol what are the files that store the strategic map info for aimnas? the tiles that show the preview of the changed maps..(the new interface work, use atm only the exe file and the interface change but now i see the vanilla map with new city borders - it works but its a bit weird^^)

Subject: Re: AIMNAS WF2011 Part 9 Posted by DepressivesBrot on Mon, 04 Jul 2011 17:18:18 GMT View Forum Message <> Reply to Message

Page 61 of 134 ---- Generated from The Bears Pit Get the resized maps and unpack the two .pcx files to Data-AIM\Interface. If you have problems with the Jeep (wrong pic, being called 'Tank') drop the other file to Data-AIM\Tabledata ... I'm not sure if the relevant code is already in that update.

Subject: Re: AIMNAS WF2011 Part 9 Posted by ShadoWarrior on Tue, 05 Jul 2011 11:34:59 GMT View Forum Message <> Reply to Message I've installed Tais most recent v19 AIMNAS SCI over a clean 1.12 gold. When I try to launch AIMNAS I get the following error message:

Subject: Re: AIMNAS WF2011 Part 9 Posted by Logisteric on Tue, 05 Jul 2011 11:38:29 GMT View Forum Message <> Reply to Message clean = newly installed? copy 'anims.slf' from another instal into your 'data'-folder - looks like a vanilla misinstallation - 'anims.slf' is not an 1.13-file, it belongs to vanilla

Subject: Re: AIMNAS WF2011 Part 9 Posted by ShadoWarrior on Tue, 05 Jul 2011 12:09:12 GMT View Forum Message <> Reply to Message Clean as in I saved a new 1.12 install several years ago on an external drive and copied it.

I copied the anims.slf file from my working UC113 game and then tried it again. It barfed on a different .slf file. So I copied the entire Data directory from my UC113 game and that seems to have fixed the problem. Thanks for pointing me in the right direction, Logisteric!

Subject: Re: AIMNAS WF2011 Part 9 Posted by rtgress on Wed, 06 Jul 2011 03:22:32 GMT View Forum Message <> Reply to Message is Barret M82A1 deleted on v19 ? im using Tais's SCI which is using your AIMNAS v19 and i dont see Barret M82A1

Page 62 of 134 ---- Generated from The Bears Pit Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Wed, 06 Jul 2011 06:50:21 GMT View Forum Message <> Reply to Message No, the M82A1 should be in... most certainly wouldn't delete that one... I'm a .50 BMG fan

Subject: Re: AIMNAS WF2011 Part 9 Posted by Val on Fri, 08 Jul 2011 02:25:38 GMT View Forum Message <> Reply to Message A bit new here so I don't know if this goes to the right place. Forgive me.

But anyway, just started playing with this mod (latest version) and encountered a bug I can't seem to get rid of. It first appeared whenever a merc spotted a mine. After the dialog indicating a merc spotted a mine, the game does not freeze but the cursor/mouse disappears and pressing any keys is no use either. I have to exit the game via ctrl+alt+delete. However I fixed it by changing the ini file so that it automatically flags mines without dialog. But now that I encounted trapped containers it seems to be the same thing all over again, whenever a merc spots a trapped container. This one I can't fix. Also this happens only in real time mode, not in turn based. Too bad you can't force turn based mode without enemies...

I've edited the mercprofiles.xml file a bit, and the ini files of course. But other than that I haven't touched anything.

Subject: Re: AIMNAS WF2011 Part 9 Posted by JMich on Fri, 08 Jul 2011 05:18:46 GMT View Forum Message <> Reply to Message @Val Grab a newer version of the .exe, this bug should be fixed in the hotfix (4462).

Subject: Re: AIMNAS WF2011 Part 9 Posted by Val on Fri, 08 Jul 2011 05:31:55 GMT View Forum Message <> Reply to Message Thanks a lot! It works now, truly a lifesaver.

Subject: Re: AIMNAS WF2011 Part 9 Posted by rtgress on Fri, 08 Jul 2011 10:16:29 GMT View Forum Message <> Reply to Message

Page 63 of 134 ---- Generated from The Bears Pit is AIMNAS support latest 1.13 mod ?

Subject: Re: AIMNAS WF2011 Part 9 Posted by DepressivesBrot on Fri, 08 Jul 2011 10:57:58 GMT View Forum Message <> Reply to Message Sure, just stick with OCTH mode.

Subject: Re: AIMNAS WF2011 Part 9 Posted by rtgress on Fri, 08 Jul 2011 12:13:28 GMT View Forum Message <> Reply to Message DepressivesBrotSure, just stick with OCTH mode. very newbie question what is OCTH and NCTH ?

Subject: Re: AIMNAS WF2011 Part 9 Posted by Off_Topic on Fri, 08 Jul 2011 12:20:55 GMT View Forum Message <> Reply to Message Have a look here rtgres.

Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Fri, 08 Jul 2011 19:16:29 GMT View Forum Message <> Reply to Message Finally had the time to add the .303 HP pics and also added the KAC PDW 10" barrel version (slightly higher range, a bit increased draw cost and weight compared to the 8" version...).

Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Fri, 08 Jul 2011 22:47:32 GMT View Forum Message <> Reply to Message Added the AI AX338.

Page 64 of 134 ---- Generated from The Bears Pit Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Sat, 09 Jul 2011 08:01:05 GMT View Forum Message <> Reply to Message Added the HK 121:

Subject: Re: AIMNAS WF2011 Part 9 Posted by spirit99 on Sat, 09 Jul 2011 08:20:39 GMT View Forum Message <> Reply to Message with latest 1.13 patch changes in some xml structures? some errors with atachments, ctd with folding stock on an mp5. patch was self created only updated interface and main Folder.

Edit: error 50 Cm away from monitor,like ever. ini files in main folder not updated

Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Sat, 09 Jul 2011 09:36:35 GMT View Forum Message <> Reply to Message V20 might be available by the end of the day...

Subject: Re: AIMNAS WF2011 Part 9 Posted by spirit99 on Sat, 09 Jul 2011 13:14:32 GMT View Forum Message <> Reply to Message It works now in my german version. like it to find solutions myself. but new offical version is also nice:)

Subject: Re: AIMNAS WF2011 Part 9 Posted by Slax on Sat, 09 Jul 2011 13:45:05 GMT View Forum Message <> Reply to Message smeagolV20 might be available by the end of the day... Happy funtime!

Oh, it's already out.

Subject: Re: AIMNAS WF2011 Part 9

Page 65 of 134 ---- Generated from The Bears Pit Posted by spirit99 on Sat, 09 Jul 2011 15:21:24 GMT View Forum Message <> Reply to Message end of day? continent?

Subject: Re: AIMNAS WF2011 Part 9 Posted by Logisteric on Sat, 09 Jul 2011 15:26:10 GMT View Forum Message <> Reply to Message bremen - but that is kinda on the dark side of the moon - and it's up already

Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Sat, 09 Jul 2011 17:06:58 GMT View Forum Message <> Reply to Message New 7.62x54R ammo belts:

Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Sat, 09 Jul 2011 21:30:47 GMT View Forum Message <> Reply to Message Added the Mosin-Nagant M38 carbine:

Subject: Re: AIMNAS WF2011 Part 9 Posted by datachild on Sun, 10 Jul 2011 11:43:25 GMT View Forum Message <> Reply to Message Hi @ all, I installed v20 yesterday. It's been a while since the last time I played JA with this great mod. During the game I wondered if Sniper rifles where nerfed, since they seemed to me much more inaccurate than before. A character with the sniper skill had a realy low chance (ca 1 out of 10 cases) to hit the torso of an enemy one screen width away in daylight on plain sight even though he targeted said enemy as good as possible. Then I noticed this:

It seems that the 10x scope installed is not recognized as a scope at all. At least not in case of the Scope Magnification Factor. Is this WAD? Also during the creation of the character I could choose 3 major and 2 minor specialties. I think it was 2/1 iirc. Also WAD?

Page 66 of 134 ---- Generated from The Bears Pit Subject: Re: AIMNAS WF2011 Part 9 Posted by JMich on Sun, 10 Jul 2011 11:48:02 GMT View Forum Message <> Reply to Message @Datachild

Once again, AIMNAS is not compatible with NCTH. If you decided to use NCTH, then expect a non-working game. Go to options screen, click next, and make sure that "use NCTH" (or however it's called) is off. As for the traits, it's working as intended for AIMNAS.

Subject: Re: AIMNAS WF2011 Part 9 Posted by datachild on Sun, 10 Jul 2011 12:13:31 GMT View Forum Message <> Reply to Message JMich@Datachild

Once again, AIMNAS is not compatible with NCTH. If you decided to use NCTH, then expect a non-working game. Go to options screen, click next, and make sure that "use NCTH" (or however it's called) is off. As for the traits, it's working as intended for AIMNAS.

Thank you for the quick answer. Problem is solved now. However the fact that NCTH was activated by default was confusing, since I thought it was a new feature. If there is a possibility to deactivate this feature by default (at least in the SCI) newbies like myself would have an easier time, I think .

Subject: Re: AIMNAS WF2011 Part 9 Posted by tais on Sun, 10 Jul 2011 13:59:52 GMT View Forum Message <> Reply to Message upping a fixed SCI.. i kinda didn't disable it by mistake... No need to redownload, just go to options and disable NCTH...

Subject: Re: AIMNAS WF2011 Part 9 Posted by spirit99 on Sun, 10 Jul 2011 20:50:19 GMT View Forum Message <> Reply to Message Logistericbremen - but that is kinda on the dark side of the moon - and it's up already thank you (wer lesen kann is klar im vorteil) and my town is Zwickau so you dont have to tell me something about the dark side of the moon, its behind the moon, can see the dark side from here

Page 67 of 134 ---- Generated from The Bears Pit Subject: Re: AIMNAS WF2011 Part 9 Posted by Logisteric on Sun, 10 Jul 2011 20:52:58 GMT View Forum Message <> Reply to Message well, i thaught it should be zwickau - only other city starting with z i know is zweibr

Subject: Re: AIMNAS WF2011 Part 9 Posted by spirit99 on Sun, 10 Jul 2011 20:57:40 GMT View Forum Message <> Reply to Message i know some others in the near (erzgebirge) Zschorlau for example but way off topic sry

Subject: Re: AIMNAS WF2011 Part 9 Posted by K0ukku on Sun, 10 Jul 2011 21:36:27 GMT View Forum Message <> Reply to Message Okay, thanks for the latest update smeagol.

I've killed deidranna and started a new game cos this game kicks ass.

However, I like to edit the items.xml files for the coolness values. I think it is boring that BobbyRay always comes with the same arsenal, it's just a matter of time when the coolness values kicks in and you get all the neat toys. So, I've modded the coolness values in my previous campaign to bring Deidranna down and now again in this new game. It just spoils the element of surprise since I know which stuff will appear in the BR selection in the early game (cos im editing em). I think some kind of "Select this if you would like to have random - factor in the BR store" - option would be nice, but I dont know how difficult it would be to implement.

Anyhow, I have a question regarding the itemx.xml and the lines. What does this mean?

2 1

What's the difference between the 1 or 2 values?

Cheers, Hookster

Subject: Re: AIMNAS WF2011 Part 9

Page 68 of 134 ---- Generated from The Bears Pit Posted by Logisteric on Sun, 10 Jul 2011 21:59:06 GMT View Forum Message <> Reply to Message come on, that's easy it means br restocks 2 new ones and 1 used one of (whatever it is)

Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Sun, 10 Jul 2011 22:04:39 GMT View Forum Message <> Reply to Message You guys (Edit: except Logi, of course, who came to the IRC just to tell me, that I should learn to read...) are aware of the "used items" section in Bobby Rays, right?

Subject: Re: AIMNAS WF2011 Part 9 Posted by K0ukku on Mon, 11 Jul 2011 08:02:00 GMT View Forum Message <> Reply to Message Yeah, sure I am and I think it's more fun to order guns in shitty condition and fix them first. The same problem still persists though, that is, the same guns are always in the used section.

It seems that by looking at the high-end guns in the itemx.xml file, almost everyone of the high tech guns (like high caliber sniper rifles) have value 1 or bigger, which means there should be better guns in the used section, but I just loaded a savegame where I'm attacking the last Deidranna sector (=game almost completed) and went to check the BobbyRay Used guns section - there were the same guns which have been there since 25% of the game progress.

So it seems that the lines are not working properly. That is why I asked about those lines since they don't make anu sense.

And believe me, I go check BR selection almost every game day and there have

Subject: Re: AIMNAS WF2011 Part 9 Posted by JMich on Mon, 11 Jul 2011 08:12:21 GMT View Forum Message <> Reply to Message @K0ukku What setting do you have at BR? Normal, Good, Great, Awesome? BR has a game progress/10, rounded down, coolness rating available for sale, with a modifier of 1, 4, 7 or 11 depending on setting chosen at beginning of game. Used items also get a modifier of +1 on what's available, so a coolness rating 6 weapon will be available for sale at the used section from 40 game progress (BR sells coolness rating 5, used items are coolness rating 6). If you have the same items from progress 25, then that seems to be a "Great" BR selections chosen at the start of the new game.

Page 69 of 134 ---- Generated from The Bears Pit Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Mon, 11 Jul 2011 08:17:31 GMT View Forum Message <> Reply to Message K0ukku So it seems that the lines are not working properly. That is why I asked about those lines since they don't make anu sense.

I noticed this as well, but probably didn't care too much about it yet... I think it might be possible, that the used section in BR simply doesn't get updated at all. I think the used stuff just remains the same after game start.

Subject: Re: AIMNAS WF2011 Part 9 Posted by K0ukku on Mon, 11 Jul 2011 08:41:35 GMT View Forum Message <> Reply to Message For this new game I chose the worst settings available and I think it was BR "Normal" and the enemy drop progress as "slow".

Thanks for the fast replies!

Subject: Re: AIMNAS WF2011 Part 9 Posted by Dobb on Wed, 13 Jul 2011 04:02:52 GMT View Forum Message <> Reply to Message I apologize if this is not the right spot, but I'm using AIMNAS for this.

My merc was wearing the "Radio - Headset"; The icon of the headset appeared on him. So I switched to "Headset: TEA - High Threat" The icon disappeared, as if the headset is not a headset.

I wonder if it's a bug where it doesn't show, but I like to clarify just in case.

Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Wed, 13 Jul 2011 07:11:21 GMT View Forum Message <> Reply to Message DobbI apologize if this is not the right spot, but I'm using AIMNAS for this.

My merc was wearing the "Radio - Headset"; The icon of the headset appeared on him. So I switched to "Headset: TEA - High Threat" The icon disappeared, as if the headset is not a headset.

I wonder if it's a bug where it doesn't show, but I like to clarify just in case.

Page 70 of 134 ---- Generated from The Bears Pit Has been asked a few times now, and I also answered it a few times already... it's because I'm too lazy to fix the stuff in the facegear.xml file.

Btw... wouldn't it be possible to add the facegear tags to the xml editor? Would be much more convenient to add the tags in the editor instead of doing it manually...

Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Fri, 15 Jul 2011 09:06:15 GMT View Forum Message <> Reply to Message More new stuff... some new Chilenean Famae guns:

From top to bottom: CT-40 Police Carbine (.40S&W) CT-30 (.30 carbine) MT-40 SMG (.40 S&W)

Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Sat, 16 Jul 2011 14:37:44 GMT View Forum Message <> Reply to Message SDK 9mm Silenced Rifle:

Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Sun, 17 Jul 2011 16:50:36 GMT View Forum Message <> Reply to Message 6.8 SPC Prototype LMG (probably being added as a Sci-Fi item... the pic is based on the 7.62x51 version of the M249... but as I thought it would make a nice addition to have a 6.8 LMG, here we have it now...):

And the 150 round ammo belt for it:

Page 71 of 134 ---- Generated from The Bears Pit Subject: Re: AIMNAS WF2011 Part 9 Posted by Kirill_OverK on Wed, 20 Jul 2011 18:31:07 GMT View Forum Message <> Reply to Message smeagol6.8 SPC Prototype LMG (probably being added as a Sci-Fi item... the pic is based on the 7.62x51 version of the M249... but as I thought it would make a nice addition to have a 6.8 LMG, here we have it now...):

And the 150 round ammo belt for it:

good news !

Subject: Re: AIMNAS WF2011 Part 9 Posted by Slax on Thu, 21 Jul 2011 21:56:19 GMT View Forum Message <> Reply to Message Any of chance of more "advanced" weapon attachments showing up? Match barrels and such. Something only a skilled skilled mechanic could fit.

Oh, and this thing would be nice too.

Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Fri, 22 Jul 2011 08:00:00 GMT View Forum Message <> Reply to Message SlaxAny of chance of more "advanced" weapon attachments showing up? Match barrels and such. Something only a skilled skilled mechanic could fit.

Define "and such"...

But yeah, already thought about match barrels and might add them for certain guns.

Quote:Oh, and this thing would be nice too.

Yeah, that suppressed AK looks neat. Might actually add it with a conversion kit...

Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Fri, 22 Jul 2011 09:06:10 GMT

Page 72 of 134 ---- Generated from The Bears Pit View Forum Message <> Reply to Message

Subject: Re: AIMNAS WF2011 Part 9 Posted by Slax on Fri, 22 Jul 2011 14:25:25 GMT View Forum Message <> Reply to Message Match barrels for increased accuracy/weight, tactical barrels to allow/disallow the use of a suppressor or flash hider. You know, nitpicky stuff. Different rails/mounts for different scopes. There's a lot of variety already but I'd still like to see it go even more in depth. Right now you can turn just about anything into a super accurate murder machine without having to go through too many steps. Just slap on some attachments and you're done. Having to modify a barrel, mount or some internal part to get something else to work would be more fun. Kind of like a tier system. Having to work on your arsenal would make the killing more satisfying.

Sounds like a ton of tedious work now that I think about. But still, fun.

Quote:

Subject: Re: AIMNAS WF2011 Part 9 Posted by Logisteric on Sat, 23 Jul 2011 18:55:24 GMT View Forum Message <> Reply to Message anyone an idea about that?

one of them is just 200gramms as the xmls specifies, though

Subject: Re: AIMNAS WF2011 Part 9 Posted by NYC on Sun, 24 Jul 2011 01:50:41 GMT View Forum Message <> Reply to Message Has anyone been able to pit the x-ray device together in the latest version of tais SCI with AIMNAS v20?

The merge - Fumble Pack + x-Ray Tube + Pack of Gum = X-Ray Device doesn't seem to work. I can attach the xray tube to the fumble pack, but when i try to attach the pack of gum, I get "cant attach pack of gum to this item message"

I used Engineer trait merc like Barry and Brain, but it doesn't seem to work.

Page 73 of 134 ---- Generated from The Bears Pit Subject: Re: AIMNAS WF2011 Part 9 Posted by putadshere on Sun, 24 Jul 2011 04:34:04 GMT View Forum Message <> Reply to Message Smeagol(or anyone else): Where can I find the changelog for AIMNAS v20, or can you tell me if there is anything new from v19(is it worth upgrading?)

Thanks!

Subject: Re: AIMNAS WF2011 Part 9 Posted by Logisteric on Sun, 24 Jul 2011 08:49:44 GMT View Forum Message <> Reply to Message well, smeag always starts to add new stuff immediately after tais made anew sci -> just check tais' release dates (v19 + v20) and then scan this very thread for posts that include pix (by smeagol of course) after the release date of v19 and before the one of v20

Subject: Re: AIMNAS WF2011 Part 9 Posted by Logisteric on Sun, 24 Jul 2011 09:56:28 GMT View Forum Message <> Reply to Message mk1 Third-Party Hotfix for aimNAS v20 the el dorado is missing copy this to your data-aim folder and start a new game (it does not work with a game in progress)

Subject: Re: AIMNAS WF2011 Part 9 Posted by datakurs on Sun, 24 Jul 2011 11:38:35 GMT View Forum Message <> Reply to Message Smeagol, if I'm correct the game chooses between Tixa basement maps based on realistic and sci-fi modes so in sci-fi mode we get the map with the hole leading the deeper level. However j9_b1.dat and j9_b1_a.dat are identical so there is no hole. Would you please place it on one of the maps?

Subject: Re: AIMNAS WF2011 Part 9 Posted by Logisteric on Sun, 24 Jul 2011 11:49:49 GMT View Forum Message <> Reply to Message

Page 74 of 134 ---- Generated from The Bears Pit datakursSmeagol, if I'm correct the game chooses between Tixa basement maps based on realistic and sci-fi modes so in sci-fi mode we get the map with the hole leading the deeper level. However j9_b1.dat and j9_b1_a.dat are identical so there is no hole. Would you please place it on one of the maps?

NOOOOOOOOOOOOOOOO - could you please kick the map with the hole

@ datakurs aimNAS is supossed to be played withOUT crepitus as it causes problems

Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Sun, 24 Jul 2011 11:50:39 GMT View Forum Message <> Reply to Message Nope...

As stated a lot of times before, the default setting to play AIMNAS is with crepitus disabled. I'm not going to change that...

Subject: Re: AIMNAS WF2011 Part 9 Posted by Logisteric on Sun, 24 Jul 2011 11:53:24 GMT View Forum Message <> Reply to Message oops misread it - he already kicked it -> good boy

Subject: Re: AIMNAS WF2011 Part 9 Posted by Slax on Sun, 24 Jul 2011 15:54:46 GMT View Forum Message <> Reply to Message http://www.advanced-armament.com/default.aspx?pageId=3 Suppressors. In case you ever want to expand on or rework any of those.

Subject: Re: AIMNAS WF2011 Part 9 Posted by L33T on Mon, 25 Jul 2011 10:42:05 GMT View Forum Message <> Reply to Message I have played AIMNAS(v19) for a while now and have some questions.

- I can only get 3 opponents in the boxing ring in the first time. Latter visits always get 1 opponent.

Page 75 of 134 ---- Generated from The Bears Pit And I can't save while I'm in the ring. If I save when I reload I'll be disqualified. Is this intentional?

- When Shank is already rescued, What are the conditions to use Estoni as the second base? Sometimes when I talk to Jake and he agrees to sell fuel. Skyrider's message doesn't pop up and I can't park the chopper more than 20 mins.

- I often get ambushed by bloodcats at sector D4 and G10 when there is no warning messages at all. Just go to the sectors and the bloodcats are there.

- The SWAT vest, helmet and leggings lose their urban camo properties when upgraded by C20. Is this intentional?

- Is there an upgrade kit for urban ops? There are urban leg protector and helmet camo cover so I wonder.

Thanks for any answers

Subject: Re: AIMNAS WF2011 Part 9 Posted by PasHancock on Mon, 25 Jul 2011 10:49:19 GMT View Forum Message <> Reply to Message L33T

- I can only get 3 opponents in the boxing ring in the first time. Latter visits always get 1 opponent.

Same

L33T

- When Shank is already rescued, What are the conditions to use Estoni as the second base? Sometimes when I talk to Jake and he agrees to sell fuel. Skyrider's message doesn't pop up and I can't park the chopper more than 20 mins.

Try exiting sector

Page 76 of 134 ---- Generated from The Bears Pit Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Sun, 31 Jul 2011 20:48:47 GMT View Forum Message <> Reply to Message Some reworked pics. Not sure yet if I should rework all 9 SCARs or not... if I do, this is how they will look like:

SCAR L-SV

SCAR H-SV

Subject: Re: AIMNAS WF2011 Part 9 Posted by schinkenmann on Sun, 31 Jul 2011 22:39:57 GMT View Forum Message <> Reply to Message Hello, i'm new at this forum and need help.

I play the great new Aimnas Release v20 with 4552 + 4462 hotfix and captured all citys on day 14. Only Meduna is not captured. I took Grumm and trained militias in town, but now I lost all few hours 1-2 Healthpoints. I searched with the INI-Editor to solve the problem but i cant find an option that name "DONT_LOSE_HEALTHPOINTS" or something like that I hope someone of you can help me Oh i play with Windows 7 64Bit Home if you need this information...

Greatings from bremen and thanks to smeagol (and all who worked on AIMNAS) for this great modification

Subject: Re: AIMNAS WF2011 Part 9 Posted by Cell on Sun, 31 Jul 2011 22:42:44 GMT View Forum Message <> Reply to Message It's because of the pollution in the air...

Subject: Re: AIMNAS WF2011 Part 9 Posted by schinkenmann on Sun, 31 Jul 2011 22:52:56 GMT View Forum Message <> Reply to Message thank you for the fast answer

Page 77 of 134 ---- Generated from The Bears Pit Subject: Re: AIMNAS WF2011 Part 9 Posted by tais on Sun, 31 Jul 2011 23:00:53 GMT View Forum Message <> Reply to Message you can find the settings for that in the data folder of AIMNAS in TableData\Map\FacilityTypes.xml this is where the different facilities like Airports are defined and what good and bad effects they have. You can try to delete the bad effects if you want them out..

Subject: Re: AIMNAS WF2011 Part 9 Posted by PasHancock on Sun, 31 Jul 2011 23:04:16 GMT View Forum Message <> Reply to Message Or just adjust these

FACILITY_EVENT_RARITY = 1000

How powerful facility events are (good or bad). Reduce this to make bad effects less noticeable, and good effects more noticeable. Increase this for the opposite. Default = 50. FACILITY_DANGER_RATE = 50

Subject: Re: AIMNAS WF2011 Part 9 Posted by schinkenmann on Sun, 31 Jul 2011 23:09:40 GMT View Forum Message <> Reply to Message Excellent that was the information that i need. Thank you for very quick help

Subject: Re: AIMNAS WF2011 Part 9 Posted by wolf00 on Mon, 01 Aug 2011 06:44:47 GMT View Forum Message <> Reply to Message new facelifting for scar a.r looking good for me...

Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Mon, 01 Aug 2011 11:01:07 GMT View Forum Message <> Reply to Message Done with the SCARs and also already added them.

Page 78 of 134 ---- Generated from The Bears Pit Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Mon, 01 Aug 2011 12:11:39 GMT View Forum Message <> Reply to Message And another reworked pic:

Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Mon, 01 Aug 2011 14:12:23 GMT View Forum Message <> Reply to Message Reworked Ultimax LMG:

Subject: Re: AIMNAS WF2011 Part 9 Posted by tbird94lx on Mon, 01 Aug 2011 19:30:56 GMT View Forum Message <> Reply to Message smeagolReworked Ultimax LMG:

why cant i ever find newest aim's to download? o.O

Subject: Re: AIMNAS WF2011 Part 9 Posted by Gorro der Grüne on Mon, 01 Aug 2011 19:45:03 GMT View Forum Message <> Reply to Message cause Tais is a lazybone

Subject: Re: AIMNAS WF2011 Part 9 Posted by tais on Thu, 04 Aug 2011 08:22:12 GMT View Forum Message <> Reply to Message Guess I'll just say something here to make em see the link in my signature

Page 79 of 134 ---- Generated from The Bears Pit Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Thu, 04 Aug 2011 09:55:49 GMT View Forum Message <> Reply to Message TaisGuess I'll just say something here to make em see the link in my signature

Subject: Re: AIMNAS WF2011 Part 9 Posted by Anonymous on Thu, 04 Aug 2011 11:23:36 GMT View Forum Message <> Reply to Message My man from Amsterdam.

Happy born day brother.

Subject: Re: AIMNAS WF2011 Part 9 Posted by buggerbot on Fri, 05 Aug 2011 06:58:55 GMT View Forum Message <> Reply to Message So I installed this mod and i'm noticing some issues. I can no longer train militia in drassen airport, the option is greyed out. Also i've noticed that I can train militia in omerta a10, but not in the other 3 sectors. Don't know about the other 3 drassen sectors, as I haven't taken them. Also fatima's dialogue wa somewhat different than usually and she wouldn't take my letter until i've talked with he a couple of times.

Are all thischanges intended or is my game bugged? If they're intended, is there a list of major gameplay changes anywhere?

Subject: Re: AIMNAS WF2011 Part 9 Posted by Logisteric on Fri, 05 Aug 2011 07:36:49 GMT View Forum Message <> Reply to Message 1. it's called facilities -> you need an aca-building ot a military base to train militia - the rebell hideout also counts 2.aimNAS is based on wildfire - so there is some wildfire behaviour in it

Subject: Re: AIMNAS WF2011 Part 9 Posted by buggerbot on Fri, 05 Aug 2011 08:25:49 GMT View Forum Message <> Reply to Message So which drassen sector has either of ethem? I was going to let my mercs rest an heal, bu that's not really a viable iption since a counterattack would just cripple them more. So which sector do I

Page 80 of 134 ---- Generated from The Bears Pit need to take to train militia?

Subject: Re: AIMNAS WF2011 Part 9 Posted by Logisteric on Fri, 05 Aug 2011 08:33:20 GMT View Forum Message <> Reply to Message there is an aca-building in the mine sector - you do not trigger the dca as long as you don't take the 4th drassen-sector

Subject: Re: AIMNAS WF2011 Part 9 Posted by datakurs on Fri, 05 Aug 2011 12:29:15 GMT View Forum Message <> Reply to Message Some small confusion with the numbers:

Subject: Re: AIMNAS WF2011 Part 9 Posted by DepressivesBrot on Fri, 05 Aug 2011 12:33:06 GMT View Forum Message <> Reply to Message What do you mean? Looks normal to me.

Subject: Re: AIMNAS WF2011 Part 9 Posted by datakurs on Fri, 05 Aug 2011 12:48:58 GMT View Forum Message <> Reply to Message *** *** and ( )

Subject: Re: AIMNAS WF2011 Part 9 Posted by DepressivesBrot on Fri, 05 Aug 2011 12:53:29 GMT View Forum Message <> Reply to Message Oh ... right. For the record: It should be 12.3x50.

Subject: Re: AIMNAS WF2011 Part 9 Posted by datakurs on Fri, 05 Aug 2011 13:07:38 GMT View Forum Message <> Reply to Message

Page 81 of 134 ---- Generated from The Bears Pit Another small one, weapon type mismatch with description:

Subject: Re: AIMNAS WF2011 Part 9 Posted by spaeR on Sat, 06 Aug 2011 08:55:39 GMT View Forum Message <> Reply to Message Smeagol!

I make a request of You! If you make a new version of SCI_AIMNAS, and you put new weapons to weapon list, the new weapons spec. place to end of weapons.xml (if possible). Becouse I modify the weapons.xml, and if the new version release, I restart modify the xml file again!

Ps. the items.xml to

THX Your help!

PLEASEEEEEEEEE!

Subject: Re: AIMNAS WF2011 Part 9 Posted by Logisteric on Sat, 06 Aug 2011 09:02:45 GMT View Forum Message <> Reply to Message spaeRSmeagol!

I make a request of You! If you make a new version of SCI_AIMNAS, and you put new weapons to weapon list, the new weapons spec. place to end of weapons.xml (if possible). Becouse I modify the weapons.xml, and if the new version release, I restart modify the xml file again!

Ps. the items.xml to

THX Your help!

PLEASEEEEEEEEE! wouldn't it be much easier if the 'mod-modders' did that?

Subject: Re: AIMNAS WF2011 Part 9 Posted by tais on Sat, 06 Aug 2011 10:00:26 GMT

Page 82 of 134 ---- Generated from The Bears Pit View Forum Message <> Reply to Message spaeRSmeagol!

I make a request of You! If you make a new version of SCI_AIMNAS, and you put new weapons to weapon list, the new weapons spec. place to end of weapons.xml (if possible). Becouse I modify the weapons.xml, and if the new version release, I restart modify the xml file again!

Ps. the items.xml to

THX Your help!

PLEASEEEEEEEEE!

Winmerge?!

Subject: Re: AIMNAS WF2011 Part 9 Posted by Gorro der Grüne on Sat, 06 Aug 2011 10:07:21 GMT View Forum Message <> Reply to Message why should a modder help You to rape HIS baby?

Subject: Re: AIMNAS WF2011 Part 9 Posted by spaeR on Sun, 07 Aug 2011 17:21:47 GMT View Forum Message <> Reply to Message Winmerge?

Nice program, i dont know it.... THX!

The order of wepons are variable?

Subject: Re: AIMNAS WF2011 Part 9 Posted by tais on Sun, 07 Aug 2011 18:36:15 GMT View Forum Message <> Reply to Message the order is but the numbering isnt, all is linked to eachother.... winmerge atleast gives you a view on what smeag changed and what you should possibly change..

Subject: Re: AIMNAS WF2011 Part 9

Page 83 of 134 ---- Generated from The Bears Pit Posted by spaeR on Sun, 07 Aug 2011 19:43:00 GMT View Forum Message <> Reply to Message

OK!

For example, the HK MP7A1's uiIndex are 673, if I not change the 673, just placed the end of file, then the game is work?

Subject: Re: AIMNAS WF2011 Part 9 Posted by DepressivesBrot on Sun, 07 Aug 2011 21:04:36 GMT View Forum Message <> Reply to Message No. Do some research before you touch anything, especially if you plan to do it manually instead of using the editor. Saves us all a lot of time an trouble with figuring out what causes the error afterwards.

Subject: Re: AIMNAS WF2011 Part 9 Posted by Dobb on Mon, 08 Aug 2011 13:52:09 GMT View Forum Message <> Reply to Message Hey Smeag, would you consider expanding some firearms on the 8mm mauser ammo? It's lonely having only 3-4 guns using it.

Also, how about a short suggestion threads in the board? Might make things easier when one's suggesting something.

Subject: Re: AIMNAS WF2011 Part 9 Posted by DepressivesBrot on Mon, 08 Aug 2011 14:49:40 GMT View Forum Message <> Reply to Message DobbHey Smeag, would you consider expanding some firearms on the 8mm mauser ammo? It's lonely having only 3-4 guns using it. Any proposals for interesting 8mm guns?

Like the idea of breaking up this single general purpose thread btw, gotta see what smeag thinks about it.

Subject: Re: AIMNAS WF2011 Part 9 Posted by Gorro der Grüne on Mon, 08 Aug 2011 16:26:52 GMT View Forum Message <> Reply to Message

Page 84 of 134 ---- Generated from The Bears Pit with an AIMNAS-Forum I would also vote for a readonly "revision" thread which is pinned to let Smeagol post his newest changes

Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Mon, 08 Aug 2011 18:24:38 GMT View Forum Message <> Reply to Message Gorro der Gr

Subject: Re: AIMNAS WF2011 Part 9 Posted by Galwail on Thu, 11 Aug 2011 19:09:09 GMT View Forum Message <> Reply to Message Hi, I've been playing AIMNAS for few days now and I have to say that it's awesome! But few things confuse me:

1) How are laser sights working now? In 1.13 they had some kind of effective range, but now they only have "to hit bonus" ... yet they still have some range effects mentioned in their descriptions (like that rifle LAM should have longer range than the basic ones).

2) Mining income seems bit too high. I have now Drassen, Chitzena and Alma (50% loyalty) and I make 60k each day. It

Subject: Re: AIMNAS WF2011 Part 9 Posted by DepressivesBrot on Thu, 11 Aug 2011 19:17:50 GMT View Forum Message <> Reply to Message Welcome to the Pit, Galwail :wave: 1) Display bug 3) Depends on the individual mercs

Subject: Re: AIMNAS WF2011 Part 9 Posted by Gorro der Grüne on Thu, 11 Aug 2011 19:23:08 GMT View Forum Message <> Reply to Message 1) will be corrected

2) You are supposed to play on insane and have more personell

3) in generall yes but ther are always mercs (AIM, MERC) which won't work with certain people. again No2

Page 85 of 134 ---- Generated from The Bears Pit Subject: Re: AIMNAS WF2011 Part 9 Posted by Galwail on Thu, 11 Aug 2011 19:46:22 GMT View Forum Message <> Reply to Message DepressivesBrotWelcome to the Pit, Galwail :wave:

Thanks!

Gorro der Gr

Subject: Re: AIMNAS WF2011 Part 9 Posted by mazgier on Tue, 16 Aug 2011 13:39:51 GMT View Forum Message <> Reply to Message Long-time lurker finally surfacing to the forum so let's start with "hello everyone" Then, the obvious: Smeagol - a big THANK YOU for your mod. Simply put, I dropped almost all other games I used to pay since I discovered this piece of beauty.

OK, now something I discovered in this version: - 40mm mustard gas grenade somehow got type & stats cloned from 40mm stun grenade. - MG43 and HK 121 both accept trigger groups yet are still marked as "full auto only" so you can't set them burst mode (which part is wrong BTW?)

And finally - anyone has any idea how to make my mercs throw grenades/breaklights at least half as far and precise as militia/army does? Not even to mention throwing them through the windows or over fences... (I have the "high angle" option enabled).

Subject: Re: AIMNAS WF2011 Part 9 Posted by Searry on Sat, 20 Aug 2011 20:23:40 GMT View Forum Message <> Reply to Message

Isn't it supposed to be less-lethal than lethal?

Subject: Re: AIMNAS WF2011 Part 9 Posted by GMV on Mon, 29 Aug 2011 20:13:52 GMT View Forum Message <> Reply to Message [edit] Okay, first problem solved - I am an idiot apparently. :s

Rephrasing another question: when is the DCA supposed to happen? The first time I had it was

Page 86 of 134 ---- Generated from The Bears Pit right after I conquered Drassen, however, now in the lasts games that did not happen. Also Deidranna only states to send her elites - and I do get a small squad. Need I conquer Drassen as 2nd city to get the massive counter attack. I did notice that as I allow for reinforcements out of town to appear, she uses up two reinforments battalions (though not such great in number as the DCA) when you attack the harbor and/or mine.

Another thing I noticed which I can not explain. I have a IMP Machinegunner. He is equiped with an M4 Ares Strike. I found myself a Bren LMG. The later one has the greater damage and distance, so I added it to his gear and gave it even better attachements than the Ares Strike (as in better laser sight) back peace is of course different and rest the same. Now I have almost 50% chance to hit with the Bren LMG in comparison to the Ares Strike trying to hit something at a distance the better laser sight should work. Any idea what is causing this, as in what am I missing?

Subject: Re: AIMNAS WF2011 Part 9 Posted by Searry on Wed, 31 Aug 2011 17:24:41 GMT View Forum Message <> Reply to Message GMV Another thing I noticed which I can not explain. I have a IMP Machinegunner. He is equiped with an M4 Ares Strike. I found myself a Bren LMG. The later one has the greater damage and distance, so I added it to his gear and gave it even better attachements than the Ares Strike (as in better laser sight) back peace is of course different and rest the same. Now I have almost 50% chance to hit with the Bren LMG in comparison to the Ares Strike trying to hit something at a distance the better laser sight should work. Any idea what is causing this, as in what am I missing?

Did you check how good your IMP sees? Also remember that CTH is an estimation, as your IMP is a rookie, he doesn't really know if he can hit or not. When they get experience and wisdow they'll know better. Also the best avg laser range modifier is hidden at the moment because of a bug, so you don't know them without looking outside from the game.

Check this link.

Subject: Re: AIMNAS WF2011 Part 9 Posted by Pariah on Wed, 31 Aug 2011 19:44:23 GMT View Forum Message <> Reply to Message Hoi All,

Have a few bugs to report, some may because of AIMNAS but some may not so I will post both locations.

1st bug is regarding Kulba's. I cleared Drassen and set my squad leader by the front gate prior to moving the Kulba's to the gate. At the gate Archie gives his spiel and tells Edith to hand over the

Page 87 of 134 ---- Generated from The Bears Pit cash. At that time the EXP rewards for the quest is handed out an I had four soldiers level, each give a little speech. When they are done Edith goes to the last person who spoke and not the squad leader in front of her. However the last person to level was a sniper on top of the roof so Edith runs around to the sniper and drops the money on the game then the game locks up. I did this twice before since I had a save of the game after I killed the last tango. 3rd time I moved everyone to the ground and Edith was able to give the sniper the money.

2nd bug I feel is because of AIMNAS. I have a Bombardier/Demo guy carrying kevlar helmet and vest, jeans, Colt SMG .45 with 3 clips, M79 with 2 grenade pouches on legs but only nine 4mm grenades and a lock pick, canteen and 1st aid kit. Granted his STR is only 61 but that should not equal him being at 150% carrying capacity.

The reason why I think this one is due to AIMNAS is because he is carrying 4 40mm grenades that turns the M79 into a BlunderBuss Shotgun; shoots pellets short distance instead of launching a grenade. But he has a stun grenade loaded. I was playing with it and fired the stun grenade and when I went to manually reload it with a 40mm HE his carrying capacity dropped to 70% or so. So I tried it again but when I manually loaded the same HE his carrying capacity did not drop.

3rd bug is the game pauses. A lot. It only pauses for 2-4 seconds but when it does the cursor goes away and you can't do anything then the game resets and the cursor reappears and you can continue to play.

Thanks for all of your hard work.

Eastwoodaen

Subject: Re: AIMNAS WF2011 Part 9 Posted by GMV on Wed, 31 Aug 2011 20:11:09 GMT View Forum Message <> Reply to Message SearryGMV Another thing I noticed which I can not explain. I have a IMP Machinegunner. He is equiped with an M4 Ares Strike. I found myself a Bren LMG. The later one has the greater damage and distance, so I added it to his gear and gave it even better attachements than the Ares Strike (as in better laser sight) back peace is of course different and rest the same. Now I have almost 50% chance to hit with the Bren LMG in comparison to the Ares Strike trying to hit something at a distance the better laser sight should work. Any idea what is causing this, as in what am I missing?

Did you check how good your IMP sees? Also remember that CTH is an estimation, as your IMP is a rookie, he doesn't really know if he can hit or not. When they get experience and wisdow they'll know better. Also the best avg laser range modifier is hidden at the moment because of a bug, so you don't know them without looking outside from the game.

Check this link.

I tried the two different guns from the same position firing at the same enemy. I simply switched

Page 88 of 134 ---- Generated from The Bears Pit the guns and tried this several times. The Bren almost never hits, whereas the Ares Strike hits about 50% or more even, despite the 150% larger range of the Bren LMG. As he is a rookie I assume him being off with one gun is about the same as the other, but the difference is just too large. And he seems to estimate it pretty close to the real deal (he is lvl 4, wisdom 76 - so certainly no pinpoint accuracy). Your link leads out to night goggles by the way.

Subject: Re: AIMNAS WF2011 Part 9 Posted by Searry on Thu, 01 Sep 2011 11:27:57 GMT View Forum Message <> Reply to Message GMV I tried the two different guns from the same position firing at the same enemy. I simply switched the guns and tried this several times. The Bren almost never hits, whereas the Ares Strike hits about 50% or more even, despite the 150% larger range of the Bren LMG. As he is a rookie I assume him being off with one gun is about the same as the other, but the difference is just too large. And he seems to estimate it pretty close to the real deal (he is lvl 4, wisdom 76 - so certainly no pinpoint accuracy). Your link leads out to night goggles by the way.

That surely is weird... Maybe there is a bug somewhere.

About the link. Yeah you have to change it to show lasers.

Subject: Re: AIMNAS WF2011 Part 9 Posted by Pariah on Thu, 01 Sep 2011 13:05:11 GMT View Forum Message <> Reply to Message DOH!

I just took a closer look at my Bombardier. His overweight capacity isn't a bug after all. Something that didn't stand out all the other times I looked at him was the weight of the 40mm Shotgun Shot. At a whopping 10.1kg one would question how a gunner would be able to aim the damn thing. Problem solved. Now I need to spread the ammo out.

Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Thu, 01 Sep 2011 13:13:06 GMT View Forum Message <> Reply to Message EastwoodaenDOH!

I just took a closer look at my Bombardier. His overweight capacity isn't a bug after all. Something that didn't stand out all the other times I looked at him was the weight of the 40mm Shotgun Shot. At a whopping 10.1kg one would question how a gunner would be able to aim the damn thing.

Page 89 of 134 ---- Generated from The Bears Pit Problem solved. Now I need to spread the ammo out.

Taking a look at that... the ammo isn't supposed to weigh that much....

Edit: Weird... can't find anything wrong with it. Each 40mm buckshot round weighs 0.2kg,at least that's what it says in the xml editor.

Dunno if it is different in older versions or not. Logi posted a pic of the heavy 40mm grenades some time ago.

Subject: Re: AIMNAS WF2011 Part 9 Posted by Logisteric on Thu, 01 Sep 2011 13:45:50 GMT View Forum Message <> Reply to Message [quote=smeagol]Eastwoodaen Logi posted a pic of the heavy 40mm grenades some time ago. yep, but a single round was 200g then - it became ridiculuos if you stecked them, though

Subject: Re: AIMNAS WF2011 Part 9 Posted by Pariah on Thu, 01 Sep 2011 16:13:36 GMT View Forum Message <> Reply to Message I double checked and I didn't have 4 of them, I had 3. All in the right leg harness, 1 on one upper pouch and 2 in the 2nd upper pouch. Pouch holds 8 nades total. Two pouches, one per leg, 16 possible nades.

Subject: Re: AIMNAS WF2011 Part 9 Posted by Rei25 on Tue, 06 Sep 2011 18:32:16 GMT View Forum Message <> Reply to Message Hi, i recently installed AIMNASv20, just wondering how to edit the weps useing XML editor, when i open it up it only opens the 'stock' 1.13 weps, i would like to make the auto rocket rifle part of bobby rays selection. ta

Subject: Re: AIMNAS WF2011 Part 9 Posted by Logisteric on Tue, 06 Sep 2011 18:38:36 GMT View Forum Message <> Reply to Message

Page 90 of 134 ---- Generated from The Bears Pit you need to redirect it to the proper folder

Subject: Re: AIMNAS WF2011 Part 9 Posted by Rei25 on Tue, 06 Sep 2011 18:48:28 GMT View Forum Message <> Reply to Message how do i do that? also do i have to redirect the merc editor? i tried modding a AIM mercs stats to see if i needed leadership to recruit miguel, when my recruit rebels early is set to 1 ( i made an imp char to test, i liberated all of omerta and his leadership was at 85, still nothing) thnx

Subject: Re: AIMNAS WF2011 Part 9 Posted by Logisteric on Tue, 06 Sep 2011 18:51:04 GMT View Forum Message <> Reply to Message the cheap way is putting data-1.13 save aside an temporarely renaming data-aim (or somesuch) to data-1.13

Subject: Re: AIMNAS WF2011 Part 9 Posted by DepressivesBrot on Tue, 06 Sep 2011 19:03:30 GMT View Forum Message <> Reply to Message

For XML-Editor, open XMLEditorInit.xml and change Data-1.13 to Data-AIM

For the MercProfileEditor, it's File->Choose Directory. If it doesn't want to load the first time, copy the required files from Data-1.13 to Data-AIM and try again.

Subject: Re: AIMNAS WF2011 Part 9 Posted by Rei25 on Tue, 06 Sep 2011 19:26:24 GMT View Forum Message <> Reply to Message hi, thanks for the solution, should i leave data-AIM as 1.13? and just leave the other data-1.13 in a diff folder? thanks Logisteric

Subject: Re: AIMNAS WF2011 Part 9 Posted by Rei25 on Tue, 06 Sep 2011 19:27:42 GMT

Page 91 of 134 ---- Generated from The Bears Pit View Forum Message <> Reply to Message ahhh thanks depressivebrot. ill do that now

Subject: Re: AIMNAS WF2011 Part 9 Posted by Logisteric on Tue, 06 Sep 2011 19:27:46 GMT View Forum Message <> Reply to Message you need to rename it afterwards and bring the original data-1.13 back

Subject: Re: AIMNAS WF2011 Part 9 Posted by Pariah on Wed, 07 Sep 2011 17:02:34 GMT View Forum Message <> Reply to Message Hoi Chummers,

Found a bug again with the 40mm Buckshot. First I can't manually load the 40mm Buckshot to the M79 GL. The work around this is to use the mouse icon to fire, if it is empty then it will take the 'next' round, trick is to make sure the 40mm BS is in the 'next' slot.

The real bug happened when I tried to manually load the 40mm BS repeatedly into the M79 then I tried to load a 40mm Stun Grenade, each time I got the IMP saying cool or whatever indicating that I loaded but neither round loaded.

I was doing this in the Strategic map and next called up the Laptop (wasn't sure what some of the STOMP traits were) and correlating to where the M79 loaded out screen was, on the laptop screen there was a highlighted 40mm Buckshot round. I clicked onto it and it immediately Crashed To Desktop.

I don't know if it matters but I was playing this from a USB-stick on a little Atom powered Netbook (just to see if it worked and how stable since my twin is taking the USB-stick back with him to Zona).

Thanks,

Eastwoodaen

Subject: Re: AIMNAS WF2011 Part 9 Posted by JMich on Wed, 07 Sep 2011 17:21:10 GMT View Forum Message <> Reply to Message Adding a buckshot to the grenade launcher merges the items, resulting in a direct-fire M79 and a buckshot round. Adding an explosive round to a direct-fire M79 merges them, resulting in a grenade launcher and an explosive round. So the "Cool" sound, was the "Merger Succesful"

Page 92 of 134 ---- Generated from The Bears Pit sound, but not the reloading one (is there a "Reload Succesful" quote?).

As for the graphical glitch, that is probably an exe related bug, which smeag has no access to. Think it was mentioned some time before, but can't quite recall.

Subject: Re: AIMNAS WF2011 Part 9 Posted by DepressivesBrot on Wed, 07 Sep 2011 17:25:51 GMT View Forum Message <> Reply to Message I don't know if this explains all your issues, but there is one thing you need to know about this weapon: The buckshot grenade literally turns the M79 into a shotgun. It's a different item because you can't fire ballistic and direct attack munitions from the same weapon. So if you start with the M79 Grenade Launcher (GL), the first time you try to load a 40mm BS, it'll actually trigger a merge to produce the M79 Direct Shot Launcher (DSL). You can then load the M79 DSL with 40mm BS as you would load any other gun. If you try to load a regular grenade into the DSL, it'll trigger a merge that changes the M79 back to the GL version, which will accept all regular grenades.

Subject: Re: AIMNAS WF2011 Part 9 Posted by Pariah on Wed, 07 Sep 2011 19:02:50 GMT View Forum Message <> Reply to Message Jmich, you are right of course about the the speech, it was the 'cool' something new speech.

DepressiveBrot: Thanks for the explanation, I did not know that and have yet to read about that happening with the M79. Prior to posting I did a search in the AIMNAS directory for "40mm Buckshot" and the previous posts I had made in this thread were the only ones to show up. I will try it again to see if I can load the thing in Tactical map.

Subject: Re: AIMNAS WF2011 Part 9 Posted by Logisteric on Thu, 08 Sep 2011 08:12:22 GMT View Forum Message <> Reply to Message JMich... (is there a "Reload Succesful" quote?). guess this ios a rethorical one - gonna answer it anyway

[color:#CC0000]nope[/color]

Subject: Re: AIMNAS WF2011 Part 9 Posted by Victor Tadeu on Sun, 25 Sep 2011 05:44:49 GMT View Forum Message <> Reply to Message

Page 93 of 134 ---- Generated from The Bears Pit smeagolMore new stuff... some new Chilenean Famae guns:

From top to bottom: CT-40 Police Carbine (.40S&W) CT-30 (.30 carbine) MT-40 SMG (.40 S&W)

CT-40, CT-30 and MT-40 arent made by the chilenean Famae, they are all made by the brazilian Taurus. Taurus build the Famae SAF design and produce it under the name MT-9, later, converted it to .40 caliber, the MT-40. Taurus also made the carbine version of this gun, the CT-40 and the same gun in .30, the CT-30. CT means Carabina Taurus (Taurus' Carbine) and MT means Metralhadora Taurus (Tauru's Machinegun).

It's all over the internet that these weapons are from Famae, but it's wrong. They hav a partnership but the leading company was Taurus, as you can see by the name of the guns. Taurus change the caliber to .40 because the brazilian police preferences and made it in .30 cause in the period brazilian police forces still uses the M1 Carbine and hav a lot of .30 ammunition.

Also, Taurus presented this year the evolution of MT-9 and MT-40, MT-9 G2 and MT-40 G2 respectively (Gera

Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Sun, 25 Sep 2011 08:07:19 GMT View Forum Message <> Reply to Message Thanks for pointing that out. While doing research on those 3 I also found a lot of references to Taurus, but the site from which I took the pics had listed them under FAMAE, I simply took that brand name... I'll change it.

Subject: Re: AIMNAS WF2011 Part 9 Posted by Victor Tadeu on Sun, 25 Sep 2011 10:06:30 GMT View Forum Message <> Reply to Message No, no... thank you! Your pics are much better than the ones that I did! Mine MT-40 dont hav that tactical looks so I will pick the one I did and make a MT-40 + Rails = Tactical MT-40 (I do it a lot)!

By the way, even in the brazilian Tauru's site this guns are named "Taurus/Famae CT-30". I had to do a research to understand why. The only site in english that said something about it is world.guns.ru. The only one I found, at least.

Well, is good to know I contributed with this great mod even this small bit.

Page 94 of 134 ---- Generated from The Bears Pit Subject: Re: AIMNAS WF2011 Part 9 Posted by Anonymous on Thu, 29 Sep 2011 14:28:25 GMT View Forum Message <> Reply to Message Smeagol,

What is planned for the near future in AIMNAS?

I was just wondering because I started playing again and realized what a great modification it is.

Also,

I know this is S.T.O.M.P. related, although; Numb has lost his Night Ops trait. His M.E.R.C. bio still mentions it though.

Thanks,

Subject: Re: AIMNAS WF2011 Part 9 Posted by Parkan on Thu, 29 Sep 2011 18:12:19 GMT View Forum Message <> Reply to Message .Hello Smeagol i want to ask you.When the new version of aimnas will be available?Me and 2 of my comrades just want to test new version of aimnas in multiplayer mod =)

Subject: Re: AIMNAS WF2011 Part 9 Posted by Boog on Wed, 05 Oct 2011 08:13:21 GMT View Forum Message <> Reply to Message Good day to you all JA2 fans. I'm giving another try to JA2 1.13 after the new build was released (it's my 3d or 4th playthrough probably). Just heard of this mod and I

Subject: Re: AIMNAS WF2011 Part 9 Posted by The_Bob on Wed, 05 Oct 2011 08:29:28 GMT View Forum Message <> Reply to Message Boog1. Does this mod support latest 1.13 build? 2. Does this mod support or activates HAM features like suppression fire, etc.? 3. Should I start a new game after installing? 4. Where can I find a direct link to the latest version?

1. The last I tried, it worked fine with the latest svn and test builds. 2. By default, AIMNAS activates HAM features. It comes with modified JA2 configs that tweak some HAM values. 3. Yep. Even if an old save loads, things will be messed up a bit.

Page 95 of 134 ---- Generated from The Bears Pit 4. Try the Single Click Installer (SCI) thread or follow the link in smeag's signature.

Subject: Re: AIMNAS WF2011 Part 9 Posted by Boog on Wed, 05 Oct 2011 08:40:10 GMT View Forum Message <> Reply to Message Thanks for the answers! I've already read FAQ (I

Subject: Re: AIMNAS WF2011 Part 9 Posted by Boog on Thu, 06 Oct 2011 06:36:23 GMT View Forum Message <> Reply to Message I'm terribly sorry for doublepost.

Just started playing, haven't gotten the feeling of the mod yet, but I must say new maps look really interesting. Much more various items and more importantly places for cover. But I have a question.

What files are responsible for starting gear after completing establishing your own mercs in IMP? I'm used to old 1.13 scheme where you could get a decent mp5 + some clips - nothing really powerful. I'm playing with "no drop all" and low BR progress of goods. So starting the game with auto rifles, armor, grenades and lots of ammo makes my gameplay way too easy in the beginning.

I'm not complaining or anything and I

Subject: Re: AIMNAS WF2011 Part 9 Posted by Gorro der Grüne on Thu, 06 Oct 2011 17:52:34 GMT View Forum Message <> Reply to Message BoogI'm terribly sorry for doublepost.

one of our greatest modders (scared away by annother great modder) and our skirtwearing HeMod prefer pentaposts to say good morning.

NO problem

[color:#FF0000]EDIT: WARNING FOR SPAM!

If you got nothin' to say -> don't spam ze thread... [/color]

Page 96 of 134 ---- Generated from The Bears Pit Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Thu, 06 Oct 2011 18:15:21 GMT View Forum Message <> Reply to Message taoSmeagol,

What is planned for the near future in AIMNAS?

I was just wondering because I started playing again and realized what a great modification it is.

Also,

I know this is S.T.O.M.P. related, although; Numb has lost his Night Ops trait. His M.E.R.C. bio still mentions it though.

Thanks,

I reworked merc saleries and I'm currently reworking some starting gear stuff. I began working on big maps again, as well (nothing big yet, just reworked the starting sector a bit... still not 100% satisfied with the map, so I might have to spent a bit more work on that before I actually can begin with a new map). I don't know if I'm patient enough to wait for the re-worked tileset stuff or not... probably not, so I guess I might be able to pick up work on the huge bigmaps project (as my main university stuff is finished... still have to go through final exam, but the registering part should be done now...).

Still quite busy in reallife, but I try to get a few hours of modding work in here and there. Don't expect fast paced work as it used to be, things have changed a bit (a.k.a. responsibility has taken over etc. ).

Subject: Re: AIMNAS WF2011 Part 9 Posted by Boog on Fri, 07 Oct 2011 22:48:42 GMT View Forum Message <> Reply to Message Adding folding stock raises draw cost instead of lowering it. Example, adding folding stock to RPK-74 changes draw cast from 15 to 17. Bug?

Subject: Re: AIMNAS WF2011 Part 9 Posted by DepressivesBrot on Sat, 08 Oct 2011 10:01:34 GMT View Forum Message <> Reply to Message It's no stock < folding stock < fixed stock, working as intended.

Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Sat, 08 Oct 2011 14:57:57 GMT

Page 97 of 134 ---- Generated from The Bears Pit View Forum Message <> Reply to Message Some more stuff I just added:

C8A2:

Saiga 12k SWAT:

Subject: Re: AIMNAS WF2011 Part 9 Posted by Anonymous on Sat, 08 Oct 2011 20:14:51 GMT View Forum Message <> Reply to Message smeagol

Saiga 12k SWAT:

Holy S**T!

That thing looks deadly....

Also,

Mossberg time yet?

Subject: Re: AIMNAS WF2011 Part 9 Posted by Boog on Sun, 09 Oct 2011 02:01:43 GMT View Forum Message <> Reply to Message DepressivesBrotIt's no stock < folding stock < fixed stock, working as intended. Em... So how does this system work exactly? There's no point in adding any stock modifications, cause they just increase draw cost? I can't grasp the idea. Please, explain.

I remember in 1.13 adding some sort of folding stock decreased the draw cost. That's was the point.

And what the purpose of the solid stock as attachment then? There's some other bonuses?

Page 98 of 134 ---- Generated from The Bears Pit Sorry, I'm new to the whole concept.

2 smeagol Good looking stuff, thumbs up!

Subject: Re: AIMNAS WF2011 Part 9 Posted by Hawkeye on Sun, 09 Oct 2011 05:01:39 GMT View Forum Message <> Reply to Message Hey Smeagol, you ever get to implement my builders digger/excavator yet?

Subject: Re: AIMNAS WF2011 Part 9 Posted by DepressivesBrot on Sun, 09 Oct 2011 07:39:05 GMT View Forum Message <> Reply to Message There's a pretty harsh CTH penalty (~ -30) on any weapon without stock, as well as high burst / auto penalties in exchange for very low draw costs. A full stock completely negates the CTH penalty and lowers the burst/auto ones by a big margin, yet also raises draw costs the most. The folding stocks are a bit worse at negating those penalties, but also have a lesser impact on draw cost.

Subject: Re: AIMNAS WF2011 Part 9 Posted by Boog on Sun, 09 Oct 2011 08:31:59 GMT View Forum Message <> Reply to Message DepressivesBrotThere's a pretty harsh CTH penalty (~ -30) on any weapon without stock, as well as high burst / auto penalties in exchange for very low draw costs. A full stock completely negates the CTH penalty and lowers the burst/auto ones by a big margin, yet also raises draw costs the most. The folding stocks are a bit worse at negating those penalties, but also have a lesser impact on draw cost. Thanks! Now I see, interesting.

I saw some people reporting small bugs, I noticed one too. Sorry if it's not appropriate in this thread.

There's a small error in general description of the gun: "folding folding stock".

Another question. Got a suppressor after IMP procedure, but it can't fit any possible smg or pistol:

Page 99 of 134 ---- Generated from The Bears Pit Subject: Re: AIMNAS WF2011 Part 9 Posted by DepressivesBrot on Sun, 09 Oct 2011 08:37:23 GMT View Forum Message <> Reply to Message For the moment, try a pistol

Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Sun, 09 Oct 2011 08:48:12 GMT View Forum Message <> Reply to Message Think I have already ixed the suppressor missmatch in IMP gear. This will be in the next version.

Subject: Re: AIMNAS WF2011 Part 9 Posted by Taro_M on Sun, 09 Oct 2011 09:07:12 GMT View Forum Message <> Reply to Message Could you prepere alternative starting gear? Starting only with items that can be found in first battle is very nice challange. Personally I always throw away ALL gear at start (after first battle). Of course this would be alternative.

BTW: Have you seen my submod that gives NCTH to all new stuff?

Subject: Re: AIMNAS WF2011 Part 9 Posted by Gorro der Grüne on Sun, 09 Oct 2011 09:17:11 GMT View Forum Message <> Reply to Message he has 5 alternative gears. what to You want alternative sets (= 5 new alternatives)?

:gaga:

Do You know which time is necessary to make suiting (the merc and the mod) gearkits? oc You may have standards like every merc comes with 7 high-end guns and 10.000 rounds + ....

:gaga::gaga::gaga::gaga::gaga::gaga:

Subject: Re: AIMNAS WF2011 Part 9 Posted by Taro_M on Sun, 09 Oct 2011 09:58:23 GMT

Page 100 of 134 ---- Generated from The Bears Pit View Forum Message <> Reply to Message Oh, sorry, I ment IMP gear. It was just an idea, only if it isnt too much work.

Subject: Re: AIMNAS WF2011 Part 9 Posted by Boog on Sun, 09 Oct 2011 15:29:30 GMT View Forum Message <> Reply to Message 2 Taro

Personally I just took the original 1.13 IMPItemChoices.xml from Jagged Alliance 2 Gold\Data-1.13\TableData and paste it in Jagged Alliance 2 Gold\Data-AIM\TableData.

I got a decent mp5 + some clips and minimum armour, just like in the 1.13.

Subject: Re: AIMNAS WF2011 Part 9 Posted by Boog on Tue, 11 Oct 2011 06:48:17 GMT View Forum Message <> Reply to Message Sorry for doublepost again.

Zylon Combat Suit doesn't seem to add any camo effect, though it

Subject: Re: AIMNAS WF2011 Part 9 Posted by DepressivesBrot on Tue, 11 Oct 2011 06:51:19 GMT View Forum Message <> Reply to Message Wearing any vest type LBE of the same camo type? LBE camo always overwrites armor camo.

Drassen mine is modern and uses elevators (eastern corner of the main building)

Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Wed, 12 Oct 2011 10:50:41 GMT View Forum Message <> Reply to Message Reworked Cetme Ameli:

Subject: Re: AIMNAS WF2011 Part 9

Page 101 of 134 ---- Generated from The Bears Pit Posted by Boog on Wed, 12 Oct 2011 12:32:45 GMT View Forum Message <> Reply to Message Probably the wrong topic, but since i'm playing particularly this mod, here's a question:

Is there a list of combinations (shift + something) to effectively operate in sector items window. Preferably commands to merge all mags, items, reload/unload weapons, drop all, etc?

Thanks!

2 Smeagol Very nice. It's just a new image or you also tweaked weapon stats?

Subject: Re: AIMNAS WF2011 Part 9 Posted by Sam Hotte on Wed, 12 Oct 2011 12:40:27 GMT View Forum Message <> Reply to Message http://ja2v113.pbworks.com/w/page/40802363/Jagged%20Alliance%202%201%2013%20Hot%20 Keys

Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Wed, 12 Oct 2011 14:49:15 GMT View Forum Message <> Reply to Message BoogVery nice. It's just a new image or you also tweaked weapon stats?

I rework some stuff atm. Some pics that simply looked either bad or blurry, but I also rework some stats, as well. Some tweaking here, some tweaking there. Nothing too big, only a few minor changes.

Subject: Re: AIMNAS WF2011 Part 9 Posted by Taro_M on Wed, 12 Oct 2011 16:22:50 GMT View Forum Message <> Reply to Message Could you add Dragon Skin ? To be honest Im suprised that it still didnt show up in 1.13.

Wiki article

Manufacturer site

Page 102 of 134 ---- Generated from The Bears Pit Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Wed, 12 Oct 2011 16:48:36 GMT View Forum Message <> Reply to Message Dragonskin has been in AIMNAS for quite a long time...

Resized CZ-75B (the 1.13 one is waaaaaaaaaay too small compared to other of the same size):

Subject: Re: AIMNAS WF2011 Part 9 Posted by Taro_M on Wed, 12 Oct 2011 17:01:55 GMT View Forum Message <> Reply to Message Oops, it escaped my atention .

Subject: Re: AIMNAS WF2011 Part 9 Posted by Taro_M on Thu, 13 Oct 2011 14:24:30 GMT View Forum Message <> Reply to Message Just a word. Maybe you should make vintage guns like Garand or BAR etc. incompatible with modern attachments. Personally I find it odd that you can attach laser sight, reflex sight and x7 scope to normal Garand. Whats the point of Garand EBR then? After all that conversion is just so you can mount modern attachments on Garand.

Subject: Re: AIMNAS WF2011 Part 9 Posted by Kellomies on Thu, 13 Oct 2011 15:33:10 GMT View Forum Message <> Reply to Message Speaking of the vintage guns, I must say I am quite mystified by the inclusion of the M1979 Reichsrevolver. The thing oughta be pretty solidly museum/collector piece by now, and more to the point, no WAY it's going to handle .44 Mag. This guy observes its 10,6x25R mm was virtually identical to the .44 Russian - another late-1800s black-powder cartridge - and I've a hunch that trying to shoot the order of magnitude more energetic .44 Magnum, a potent smokeless-powder load, from the thing will result in spectacular structural failures. AKA the thing blowing up in your hand. Also, dunno where that pic came from (it looks like one of Colt's oldies though), but the

Page 103 of 134 ---- Generated from The Bears Pit Reichsrevolver it ain't; this is what the thing actually looks like:

Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Thu, 13 Oct 2011 15:52:14 GMT View Forum Message <> Reply to Message For specific reasons why and how the Reichsrevovler got added, go and ask Logisteric...

And there is in fact a long-barrel version of the M1879. Just look around the pic search a bit...

Subject: Re: AIMNAS WF2011 Part 9 Posted by Gorro der Grüne on Thu, 13 Oct 2011 17:36:29 GMT View Forum Message <> Reply to Message the Reichsrevolver had different versions. Your pic is the short version (I think "navy") smeag's version is the long one (as required by logi and on behalf of a certain new merc)

Subject: Re: AIMNAS WF2011 Part 9 Posted by Kellomies on Thu, 13 Oct 2011 18:13:58 GMT View Forum Message <> Reply to Message Who's that, Chuck Dodgers In 21st Century...? :/

But fair enough on the model, the one I linked seems to be the shorter-barreled '83 version. (Still probably going to blow up though...)

Subject: Re: AIMNAS WF2011 Part 9 Posted by Boog on Fri, 14 Oct 2011 07:14:26 GMT View Forum Message <> Reply to Message I agree preWWII and WWII weapons shouldn't accept most modern attachments. Laser sight, bipod or some vintage foregrip could be somehow attached (just assuming) but not acog or other modern optics. It just doesn't seem logical.

Anyway I have a question: where BR shipments are stocked after the delivery? All the crates in the shipment building are empty, but Padlo says he got a shipment for me. Plus I remember tweaking the chance of missing shipment to 0. Though I could by mistake put a 100 value, need to check

Page 104 of 134 ---- Generated from The Bears Pit Subject: Re: AIMNAS WF2011 Part 9 Posted by DepressivesBrot on Fri, 14 Oct 2011 07:28:59 GMT View Forum Message <> Reply to Message There's a shed at the western edge near the helo.

Subject: Re: AIMNAS WF2011 Part 9 Posted by Boog on Fri, 14 Oct 2011 12:17:44 GMT View Forum Message <> Reply to Message Talking about new weapons. How about SIG 750-751? http://world.guns.ru/assault/switch/sig-750--751-sapr-e.html

Subject: Re: AIMNAS WF2011 Part 9 Posted by wolf00 on Fri, 14 Oct 2011 14:06:30 GMT View Forum Message <> Reply to Message smeagol:please can you or someone create images for in 5.45x39 ? thx

Subject: Re: AIMNAS WF2011 Part 9 Posted by Boog on Fri, 14 Oct 2011 15:52:11 GMT View Forum Message <> Reply to Message Continuing SIG post, I just found SiG 556 (not sure about the exact model) with 7.62x39 rounds. Interesting, does the 5.45x39 version exist? http://www.youtube.com/watch?v=wOGa7nkJDGE

Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Sun, 16 Oct 2011 12:57:06 GMT View Forum Message <> Reply to Message I keep reworking item pics... new ACOG scope:

Subject: Re: AIMNAS WF2011 Part 9

Page 105 of 134 ---- Generated from The Bears Pit Posted by Taro_M on Sun, 16 Oct 2011 13:53:55 GMT View Forum Message <> Reply to Message How about wind meter attachment?

It could be used in slot of ballistic computer. It would be cheaper and available earlier then ballistic computer, but it would give smaller bonus.

Subject: Re: AIMNAS WF2011 Part 9 Posted by Boog on Mon, 17 Oct 2011 18:01:06 GMT View Forum Message <> Reply to Message A - Match Sights give a pistol burst fire option. Bug?

Subject: Re: AIMNAS WF2011 Part 9 Posted by DepressivesBrot on Mon, 17 Oct 2011 18:02:15 GMT View Forum Message <> Reply to Message Nope, simulates a quick 'double tap'

Subject: Re: AIMNAS WF2011 Part 9 Posted by Kellomies on Mon, 17 Oct 2011 18:02:59 GMT View Forum Message <> Reply to Message AFAIK it's intentional - the idea being a fast "double-tap" or follow-up shot. Or that's what I recall reading somewhere.

Subject: Re: AIMNAS WF2011 Part 9 Posted by Shadow21 on Mon, 17 Oct 2011 23:41:00 GMT View Forum Message <> Reply to Message KellomiesAFAIK it's intentional - the idea being a fast "double-tap" or follow-up shot. Or that's what I recall reading somewhere. maybe in the post above you

Subject: Re: AIMNAS WF2011 Part 9 Posted by Boog on Thu, 20 Oct 2011 15:54:15 GMT View Forum Message <> Reply to Message Hi Smeagol!

Page 106 of 134 ---- Generated from The Bears Pit Dunno if it's appropriate, but what do you think of a new civilian SIG 556? There're several versions of this rifle.

5.56 16":

5.56 18" Railed:

7.62x39:

It would perfectly fit the rifle section along ruger-mini, just for example. A fine semi-automatic rifle with barrel option (16"-18"), caliber choice (5.56x45 or 7.62x39) and a possible Rail-converted version.

What do you think?

Link: http://sigsauer.com/CatalogProductList/rifles-sig556.aspx

Subject: Re: AIMNAS WF2011 Part 9 Posted by Red Eagle on Sat, 22 Oct 2011 17:40:41 GMT View Forum Message <> Reply to Message Hi Smeagol is this weapon in the game ? Is the shotgun from movie Expendables

MPS AA-12 Sledgehammer http://www.militaryfactory.com/smallarms/detail.asp?smallarms_id=262

Subject: Re: AIMNAS WF2011 Part 9 Posted by Gorro der Grüne on Sat, 22 Oct 2011 17:51:24 GMT View Forum Message <> Reply to Message how anbout reading the starting post?

Page 107 of 134 ---- Generated from The Bears Pit Subject: Re: AIMNAS WF2011 Part 9 Posted by Sam Hotte on Sat, 22 Oct 2011 18:24:34 GMT View Forum Message <> Reply to Message The weapon's list is in the 2nd post of this thread ...

Subject: Re: AIMNAS WF2011 Part 9 Posted by Boog on Sat, 22 Oct 2011 20:46:15 GMT View Forum Message <> Reply to Message It looks like the draw cost of AK-74 is lower than of AKS-74. No attachments used. Shouldn't it be vice versa?

Subject: Re: AIMNAS WF2011 Part 9 Posted by Red Eagle on Sun, 23 Oct 2011 10:18:27 GMT View Forum Message <> Reply to Message ok but AA-12 CQB is MPS AA-12 Sledgehammer ?

Subject: Re: AIMNAS WF2011 Part 9 Posted by DepressivesBrot on Sun, 23 Oct 2011 10:59:08 GMT View Forum Message <> Reply to Message Depends which barrel option they used for your Sledgehammer, the CQB is probably the 13" one.

Subject: Re: AIMNAS WF2011 Part 9 Posted by Kellomies on Sun, 23 Oct 2011 11:19:27 GMT View Forum Message <> Reply to Message Going by the Wiki, that "probably" can be dropped. (And that'd certainly be awful short for any *other* configuration anyway... ) Side note: is it just me, or is the AA-12 the newest "evil-looking gun" darling of the big screen...?

Shadow21maybe in the post above you Maybe lern2read timestamps? And there I was, not bothering to edit because I assumed it'd be blatantly obvious we posted at the same time... :whoknows:

Subject: Re: AIMNAS WF2011 Part 9 Posted by DepressivesBrot on Sun, 23 Oct 2011 11:35:58 GMT View Forum Message <> Reply to Message

Page 108 of 134 ---- Generated from The Bears Pit KellomiesSide note: is it just me, or is the AA-12 the newest "evil-looking gun" darling of the big screen...?It's featured in CoD. Nowadays, that's enough to get the attention of any 12 year old wannabe gun nerd, see the sudden wave of requests for the Adaptive Combat Rifle that followed some time after MW2 and similar titles used it.

Subject: Re: AIMNAS WF2011 Part 9 Posted by Slax on Sun, 23 Oct 2011 15:37:23 GMT View Forum Message <> Reply to Message From what I remember, the CQB one could do with some tweaking. Because really, the real thing doesn't have much .

Subject: Re: AIMNAS WF2011 Part 9 Posted by Shrike on Thu, 27 Oct 2011 11:30:21 GMT View Forum Message <> Reply to Message I'm playing with SCI_AIMNASv20_r4561_20110709_fixed and have encountered a couple of crashes to desktop. The stack trace file mentions problems with what seem to be localization files:

[0.321558] : Backtrace: [Data\German.slf] - Error when opening file : 2

[0.322431] : Backtrace: Could not open file : Data\German.slf

[0.322697] : Backtrace:

[0.323028] : Backtrace: ======Thu Oct 27 11:52:41 2011 ======File : ..\src\Core\vfs_file_raii.cpp Line : 54 Location : vfs::COpenReadFile::COpenReadFile

======Thu Oct 27 11:52:41 2011 ======File : ..\src\Core\vfs_file_raii.cpp Line : 50 Location : vfs::COpenReadFile::COpenReadFile

Could not open file : Data\German.slf

[0.429604] : Backtrace: [Data\Russian.slf] - Error when opening file : 2

[0.429924] : Backtrace: Could not open file : Data\Russian.slf

[0.430175] : Backtrace:

Page 109 of 134 ---- Generated from The Bears Pit [0.430511] : Backtrace: ======Thu Oct 27 11:52:41 2011 ======File : ..\src\Core\vfs_file_raii.cpp Line : 54 Location : vfs::COpenReadFile::COpenReadFile

======Thu Oct 27 11:52:41 2011 ======File : ..\src\Core\vfs_file_raii.cpp Line : 50 Location : vfs::COpenReadFile::COpenReadFile

Could not open file : Data\Russian.slf

Any suggestions on how to get around these crashes? I am using auto-save, but that's not much use since the game will crash at exactly the same point again and again.

Subject: Re: AIMNAS WF2011 Part 9 Posted by Searry on Sun, 30 Oct 2011 02:18:32 GMT View Forum Message <> Reply to Message http://en.wikipedia.org/wiki/FX-05_Xiuhcoatl

How about this one and it's variant's and a capability for 6.8mm?

It could be a cheaper G36 and more 6.8mm weapons are always a nice addition.

Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Fri, 04 Nov 2011 22:37:54 GMT View Forum Message <> Reply to Message Just uploaded V21.

Maybe someone will make an SCI out of it...

Subject: Re: AIMNAS WF2011 Part 9 Posted by Boog on Fri, 04 Nov 2011 23:11:10 GMT View Forum Message <> Reply to Message Should I start a new game after the update?

Page 110 of 134 ---- Generated from The Bears Pit Subject: Re: AIMNAS WF2011 Part 9 Posted by Slax on Sat, 05 Nov 2011 09:06:10 GMT View Forum Message <> Reply to Message So what's new? Just a broad spectrum would suffice.

Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Sat, 05 Nov 2011 11:38:06 GMT View Forum Message <> Reply to Message DepressivesBrot made a download and install package for V21:

Download AIMNAS V21

Subject: Re: AIMNAS WF2011 Part 9 Posted by Randok on Sat, 05 Nov 2011 15:39:28 GMT View Forum Message <> Reply to Message What is the correct installation? Does it work with the latest version 1.13 (4778)?

Subject: Re: AIMNAS WF2011 Part 9 Posted by DepressivesBrot on Sat, 05 Nov 2011 15:47:05 GMT View Forum Message <> Reply to Message JA2 -> 1.13 SCI -> AIMNAS V21 Full and yes, it works with 4778.

Subject: Re: AIMNAS WF2011 Part 9 Posted by Randok on Sat, 05 Nov 2011 15:49:34 GMT View Forum Message <> Reply to Message Thank you

Subject: Re: AIMNAS WF2011 Part 9 Posted by wolf00 on Mon, 07 Nov 2011 11:51:12 GMT View Forum Message <> Reply to Message reposting from our 4um:having instaled wildfire orginal game,i lost key to unlock it,so i heard about aimnas mod exist on this board,it is posible to get in to the rebel hideout? all quest from original game is functional ? thx so much for reply

Page 111 of 134 ---- Generated from The Bears Pit Subject: Re: AIMNAS WF2011 Part 9 Posted by johrael on Tue, 08 Nov 2011 03:47:33 GMT View Forum Message <> Reply to Message What's new in v21? Any changelog?

Subject: Re: AIMNAS WF2011 Part 9 Posted by KaneTheFlesheater on Thu, 10 Nov 2011 14:32:54 GMT View Forum Message <> Reply to Message Yeah, exactly. What are the changes, and can I install it on top of v20 without starting a new game?

Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Thu, 10 Nov 2011 16:48:43 GMT View Forum Message <> Reply to Message Changelog for AIMNAS V21:

- updated lots of pics (reworks, completely new redraws, etc...)

- added a few new items

- changed some merc stats

- complete rework of all AIM merc starting kits

- added the rock + knife repair merge suggested by tao think these are the most important changes...

Subject: Re: AIMNAS WF2011 Part 9 Posted by KaneTheFlesheater on Thu, 10 Nov 2011 22:30:15 GMT View Forum Message <> Reply to Message Okay smeagol, thanks! How about savegame compatibility?

And if there's no compatibility, can I at least replace:

BigItems Interface Sounds Tilecache tilesets

Page 112 of 134 ---- Generated from The Bears Pit or something will get FUBAR?

Thank You very much for the answers and the mod itself!

Subject: Re: AIMNAS WF2011 Part 9 Posted by Gorro der Grüne on Fri, 11 Nov 2011 03:18:10 GMT View Forum Message <> Reply to Message how the hell should anything from the "changelog" brake savegame compatibility?

Subject: Re: AIMNAS WF2011 Part 9 Posted by KaneTheFlesheater on Fri, 11 Nov 2011 08:36:03 GMT View Forum Message <> Reply to Message I don't know.

Toggle SpoilerThat's why I'm asking.

Subject: Re: AIMNAS WF2011 Part 9 Posted by Jenilee on Fri, 11 Nov 2011 12:39:05 GMT View Forum Message <> Reply to Message http://jennana.com/projects/ja/ is now up to date for aimnas v21.

Subject: Re: AIMNAS WF2011 Part 9 Posted by Boog on Fri, 11 Nov 2011 14:25:04 GMT View Forum Message <> Reply to Message I bumped into another interesting weaponry. Korea (!). I think it's not in the game.

S&T Daewoo K11

Page 113 of 134 ---- Generated from The Bears Pit Subject: Re: AIMNAS WF2011 Part 9 Posted by Sam Hotte on Fri, 11 Nov 2011 14:33:30 GMT View Forum Message <> Reply to Message IIRC this has already been discused and Smeagol was not very fond of adding the korean versions of all the types of ARs already in the mod.

Subject: Re: AIMNAS WF2011 Part 9 Posted by Boog on Fri, 11 Nov 2011 14:55:06 GMT View Forum Message <> Reply to Message I see, sorry didn't know.

Subject: Re: AIMNAS WF2011 Part 9 Posted by tbird94lx on Sun, 13 Nov 2011 09:03:52 GMT View Forum Message <> Reply to Message Jenileehttp://jennana.com/projects/ja/ is now up to date for aimnas v21. veryyyy nice page.awesome work

Subject: Re: AIMNAS WF2011 Part 9 Posted by Inkompetent on Sun, 13 Nov 2011 10:08:41 GMT View Forum Message <> Reply to Message Noticed one tiny bug: The AKM doesn't have wire cutting, which it should have. Easy fix

Subject: Re: AIMNAS WF2011 Part 9 Posted by Boog on Mon, 14 Nov 2011 09:48:47 GMT View Forum Message <> Reply to Message Is there any difference between Tear and Mustard Gas? What's more effective?

Subject: Re: AIMNAS WF2011 Part 9 Posted by DepressivesBrot on Mon, 14 Nov 2011 09:51:58 GMT View Forum Message <> Reply to Message Teargas won't kill you.

Page 114 of 134 ---- Generated from The Bears Pit Subject: Re: AIMNAS WF2011 Part 9 Posted by usrbid on Mon, 14 Nov 2011 15:15:24 GMT View Forum Message <> Reply to Message Mustard gas also reduces the status of your gas mask.

Subject: Re: AIMNAS WF2011 Part 9 Posted by waldtroll on Tue, 15 Nov 2011 12:46:19 GMT View Forum Message <> Reply to Message Hi Smeagol, did you think of adding the HK M308 as a Rifle?

It is certainly not an urgent addition, but I would lik it, especially if it was modable through a conversion kit to the G28 DMR (sniper) rifle

Subject: Re: AIMNAS WF2011 Part 9 Posted by Anonymous on Tue, 15 Nov 2011 14:48:06 GMT View Forum Message <> Reply to Message Wow! That looks like the exact gun my cousin has. Except he has a couple nicer scopes and a reflex site. He also does not have the foregrip and bipod on at the same time. He only uses the bipod with the large scope and he uses the reflex sight with the foregrip. He has a grip on the front of the when he applies the bipod. He has a rubber fitting for that exact stock.

Subject: Re: AIMNAS WF2011 Part 9 Posted by Boog on Fri, 18 Nov 2011 12:09:28 GMT View Forum Message <> Reply to Message Hmm, how about M27 IAR with C-mag by default and cheaper auto-fire cost than of other HK416s.

Subject: Re: AIMNAS WF2011 Part 9 Posted by DepressivesBrot on Fri, 18 Nov 2011 12:12:24 GMT View Forum Message <> Reply to Message The M27 is an HK 416. There's no game relevant difference.

Page 115 of 134 ---- Generated from The Bears Pit Subject: Re: AIMNAS WF2011 Part 9 Posted by Shadow21 on Fri, 18 Nov 2011 12:15:27 GMT View Forum Message <> Reply to Message WaldtrollHi Smeagol, did you think of adding the HK M308 as a Rifle? i have to admit that gun looks sexy as hell

Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Sat, 19 Nov 2011 12:44:22 GMT View Forum Message <> Reply to Message Thanks to some awesome coding by Headrock, I'm working on a new AIMNAS feature:

Subject: Re: AIMNAS WF2011 Part 9 Posted by Slax on Sat, 19 Nov 2011 13:16:08 GMT View Forum Message <> Reply to Message Drool!

Subject: Re: AIMNAS WF2011 Part 9 Posted by Wil473 on Sat, 19 Nov 2011 15:28:40 GMT View Forum Message <> Reply to Message Just a reminder Smeagol, you are welcome to use graphics from my projects. ie. I've already got folded stock (or extended stock) versions of most of the guns common to both our works. It should save you a couple hours of bmp work.

Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Sat, 19 Nov 2011 15:36:15 GMT View Forum Message <> Reply to Message wil473Just a reminder Smeagol, you are welcome to use graphics from my projects. ie. I've already got folded stock (or extended stock) versions of most of the guns common to both our works. It should save you a couple hours of bmp work.

Neat... didn't know that.

I'm still not 100% sure if I really want to make myself all that work... but so far it looks promising.

Page 116 of 134 ---- Generated from The Bears Pit Do you have your pics (big item pics of the guns and mdguns) somewhere, so I don't have to dl the whole AFS package?

Subject: Re: AIMNAS WF2011 Part 9 Posted by Wil473 on Sat, 19 Nov 2011 15:39:34 GMT View Forum Message <> Reply to Message Yes and no, I've got a bunch of incremental back-ups of all the BMP's, the problem is:

1) it's incomplete 2) some guns have more than one version as I revisit graphics that don't look quite right

EDIT: I'd actually suggest the UC-1.13v3.6 Release Candidate, its got the latest graphic set. I should be uploading another one later today with an actual graphic for the K11 (its been using the OICW graphics for over a year now).

Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Sat, 19 Nov 2011 15:46:27 GMT View Forum Message <> Reply to Message You could also zip in your bigpics and the mdguns stis... dunno... reworking the pics is quite fast, though... would probably take about the same amount of time if I browse your pics, looking for the ones I need.

Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Sun, 20 Nov 2011 11:11:27 GMT View Forum Message <> Reply to Message Stuff done so far (unsorted.. but whatever...):

Note especially the fixed stock versions of the HK53, the Commando, the Type 85 and the AKS-74/AKMSU.

Subject: Re: AIMNAS WF2011 Part 9 Posted by Marlboro Man on Sun, 20 Nov 2011 12:50:14 GMT View Forum Message <> Reply to Message

Page 117 of 134 ---- Generated from The Bears Pit Good stuff.

And happy birthday.

And a happy belated birthday to gorro too if he reads this.

Subject: Re: AIMNAS WF2011 Part 9 Posted by lockie on Sun, 20 Nov 2011 13:43:07 GMT View Forum Message <> Reply to Message Yeah , Happy Birthday Smeagol ! :ok: and to Greenman , btw , whatever happened to Loggy ?

Subject: Re: AIMNAS WF2011 Part 9 Posted by Boog on Sun, 20 Nov 2011 16:31:29 GMT View Forum Message <> Reply to Message Happy BDay Smeagol! Best wishes!

Great work and very interesting idea!

My critical opinion on pics, if you allow of course.

1. Weapons with stocks folded should probably be centered in the picture. The area where there used to be a stock is just unused space now. 2. Have you already worked out how the new feature would work statwise? I mean in AK's case folded stock would basically mean no stock benefit at all, but in M4 and HK53 there's still stock attached there. Little stock bonus?

Subject: Re: AIMNAS WF2011 Part 9 Posted by DepressivesBrot on Sun, 20 Nov 2011 16:36:44 GMT View Forum Message <> Reply to Message Boog I mean in AK's case folded stock would basically mean no stock benefit at all, but in M4 and HK53 there's still stock attached there. Little stock bonus?There's nearly 20cm difference between the HK53 with extended and collapsed stock, so you can pack it in the 'no stock' camp.

Subject: Re: AIMNAS WF2011 Part 9

Page 118 of 134 ---- Generated from The Bears Pit Posted by Boog on Sun, 20 Nov 2011 16:44:09 GMT View Forum Message <> Reply to Message Yes, my mistake clearly. But M4-type stock could still have some little benefit, no?

Subject: Re: AIMNAS WF2011 Part 9 Posted by waldtroll on Sun, 20 Nov 2011 23:04:16 GMT View Forum Message <> Reply to Message @Smeagol: Herzlichen Gl

Subject: Re: AIMNAS WF2011 Part 9 Posted by DepressivesBrot on Sun, 20 Nov 2011 23:05:38 GMT View Forum Message <> Reply to Message They are unique items hidden somewhere on the maps. No, I don't know where either.

Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Mon, 21 Nov 2011 09:29:57 GMT View Forum Message <> Reply to Message Boog1. Weapons with stocks folded should probably be centered in the picture. The area where there used to be a stock is just unused space now.

The not centering of the guns is because it would look awkward if you transform the guns. this way you get a much better optical effect when transforming the gun. I will probably center the mdgun pics, though (those you see in the inventory screens). The big pics are the ones only shown when you actually view the stats of the gun, and I think there it is not THAT important that the gun is centered... I'd much rather keep the optical effect of folding / unfolding the gun, when the item isn't moved around in the description box by the of transforming the item.

Subject: Re: AIMNAS WF2011 Part 9 Posted by waldtroll on Mon, 21 Nov 2011 16:04:00 GMT View Forum Message <> Reply to Message @DpressivesBrot

Cool, thank you I will have a look.

Page 119 of 134 ---- Generated from The Bears Pit Subject: Re: AIMNAS WF2011 Part 9 Posted by K0ukku on Mon, 21 Nov 2011 16:55:55 GMT View Forum Message <> Reply to Message Is there a lot of buried items in many sectors in the Wildfire and regular-maps? I have not used the metal detector very consistently, but never found nothing. And what is the detection range for the metal detector? If there's a buried item like in 10 tile range, how close do I have to move in order to detect it?

Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Wed, 23 Nov 2011 19:58:41 GMT View Forum Message <> Reply to Message Update for the gun list. Note that this list contains added guns (folded mode of existing ones mostly) and guns I reworked pics for.

Also note the AR-7 Survival Rifle, which will completely disassemble and in the folded form and can't be used as a gun, but will fit medium pockets for easier storage.

Subject: Re: AIMNAS WF2011 Part 9 Posted by wacs828 on Fri, 25 Nov 2011 11:02:45 GMT View Forum Message <> Reply to Message Hi,

Can someone kindly point me in the right direction to get v1.13wf with aimnas installed correctly?

Thanks in advance.

Subject: Re: AIMNAS WF2011 Part 9 Posted by Sam Hotte on Fri, 25 Nov 2011 13:40:56 GMT View Forum Message <> Reply to Message have a look in the 'AIMNAS FAQ' here. There are links and explanations.

Subject: Re: AIMNAS WF2011 Part 9 Posted by Kirill_OverK on Fri, 25 Nov 2011 18:53:42 GMT View Forum Message <> Reply to Message

Page 120 of 134 ---- Generated from The Bears Pit smeagolUpdate for the gun list. Note that this list contains added guns (folded mode of existing ones mostly) and guns I reworked pics for.

Also note the AR-7 Survival Rifle, which will completely disassemble and in the folded form and can't be used as a gun, but will fit medium pockets for easier storage.

Thank You for work !

Subject: Re: AIMNAS WF2011 Part 9 Posted by Boog on Fri, 25 Nov 2011 19:02:54 GMT View Forum Message <> Reply to Message Yes, Smeagol, Amazing Work! Looking forward to see some more progress.

Subject: Re: AIMNAS WF2011 Part 9 Posted by Marcho on Sat, 10 Dec 2011 23:12:50 GMT View Forum Message <> Reply to Message You don't know how happy I was when I saw a fully functioning flamethrower on Bobby Ray's. Thank you, damn much!

Subject: Re: AIMNAS WF2011 Part 9 Posted by lockie on Sat, 10 Dec 2011 23:15:12 GMT View Forum Message <> Reply to Message Think RR ( Smiling Assassin )had this function first , with Smeagol adding it into 1.13 .

Subject: Re: AIMNAS WF2011 Part 9 Posted by Anonymous on Sun, 11 Dec 2011 13:17:48 GMT View Forum Message <> Reply to Message I believe it was even older than that.

Subject: Re: AIMNAS WF2011 Part 9 Posted by lockie on Sun, 11 Dec 2011 14:35:55 GMT View Forum Message <> Reply to Message

Page 121 of 134 ---- Generated from The Bears Pit fully functioning.....

Subject: Re: AIMNAS WF2011 Part 9 Posted by Anonymous on Mon, 12 Dec 2011 01:43:00 GMT View Forum Message <> Reply to Message Yes, in fact there are two totally different versions of the flame thrower with regard to how they work in game.

I don't believe that either were Scorp's creation.

Subject: Re: AIMNAS WF2011 Part 9 Posted by MrFlibble on Mon, 12 Dec 2011 13:24:03 GMT View Forum Message <> Reply to Message Hi there, this is my first post on this forum since I'm back to JA... used to play the very first installment then Deadly Games and JA2 as well until 2004. Lately I came up with a copy of JA2 Wildfire and greatly enjoyed the awesome maps and the increased damage and difficulty. Browsing the internet looking for updates and stuffs, what was my surprise to find that JA2 was back to life with the release of its source code, doing some searches I inevitably came to v.1.13 which I downloaded and installed over my dusty JA2 Gold since I read it wasn't compatible with WF. At first I was very impressed with the astounding list of features and items and the new dimension it brought to game play but was somewhat disappointed with low weapon damages and the new CTH system that relies too much on characters level, stats and abilities - i.e : missing a whole burst even at point blank range just because the merc is level 1, has not too good marksmanship or is not an auto weapon expert - as it is it should rather be renamed CTM (chance to miss). Nonetheless, I can see great potential in this new version and say none but Well Done to the team behind this tremendous piece of work. Having some spare time I did some searches looking for a workaround to play 1.13 in WF or vice-versa and ended here in Bear's Pit forums where I read about AIMNAS which is perhaps what I am looking for... so where do I have to start ? Where to download the latest version ? Thank you !

Subject: Re: AIMNAS WF2011 Part 9 Posted by DepressivesBrot on Mon, 12 Dec 2011 13:33:01 GMT View Forum Message <> Reply to Message Hello MrFlibble, Welcome to the Pit :wave:

Installation procedure for AIMNAS: 0) Clean JA2 Gold Install 1) Latest version of Tais' SCI 2) Latest version of AIMNAS

Page 122 of 134 ---- Generated from The Bears Pit Subject: Re: AIMNAS WF2011 Part 9 Posted by MrFlibble on Mon, 12 Dec 2011 15:20:28 GMT View Forum Message <> Reply to Message Thank you for your quick reply, started downloading... Is there any thread to keep track of latest versions for both AIMNAS and JA2 1.13 ?

Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Mon, 12 Dec 2011 15:50:29 GMT View Forum Message <> Reply to Message AIMNAS updates are not very common. I only upload updates on a very loose basis.

The next update I make will require the latest HAM 5 exe as well.

Subject: Re: AIMNAS WF2011 Part 9 Posted by Anonymous on Mon, 12 Dec 2011 16:14:37 GMT View Forum Message <> Reply to Message smeagolThe next update I make will require the latest HAM 5 exe as well.

Do you have a projection of when that might be?

Subject: Re: AIMNAS WF2011 Part 9 Posted by STK on Mon, 12 Dec 2011 16:22:24 GMT View Forum Message <> Reply to Message Hi all I am using aimnas 20 and love it.

Whats new in 21?.

All so I really want to play MP its my main reason to play this. The problem is as you all know its bugged still .

We cant climb ladders Gas masks when I fit one at the map screen before the MP game starts it kicks the server out dead cold (not tryed fitting in when in game)

I am happy to see that grenades and explosives dont kick the server now this is great.

Any one got any idea when the MP will be up to date with SP if its even possible?.

Is there any one still working on MP?.

Page 123 of 134 ---- Generated from The Bears Pit Thanks all

Subject: Re: AIMNAS WF2011 Part 9 Posted by Anonymous on Mon, 12 Dec 2011 16:51:39 GMT View Forum Message <> Reply to Message @STK AIMNAS V21 includes some more items and minor fixes.

Try posting the second half of your post in the Multiplayer sections.

Subject: Re: AIMNAS WF2011 Part 9 Posted by STK on Mon, 12 Dec 2011 17:08:43 GMT View Forum Message <> Reply to Message Thanks for the fast reply.

I have put a thread in MP lets hope .

Thanks for this great mod BTW

Subject: Re: AIMNAS WF2011 Part 9 Posted by Anonymous on Mon, 12 Dec 2011 17:15:27 GMT View Forum Message <> Reply to Message You're welcome!

Subject: Re: AIMNAS WF2011 Part 9 Posted by Anonymous on Tue, 13 Dec 2011 14:36:59 GMT View Forum Message <> Reply to Message When, toggling the option to show face graphics mid game, we get a CTD.

Subject: Re: AIMNAS WF2011 Part 9

Page 124 of 134 ---- Generated from The Bears Pit Posted by Sam Hotte on Tue, 13 Dec 2011 15:46:09 GMT View Forum Message <> Reply to Message taoWhen, toggling the option to show face graphics mid game, we get a CTD.

Well, then don't do it.

SCNR.

Subject: Re: AIMNAS WF2011 Part 9 Posted by Anonymous on Tue, 13 Dec 2011 16:40:41 GMT View Forum Message <> Reply to Message taoWhen, toggling the option to show face graphics mid game, we get a CTD.

Subject: Re: AIMNAS WF2011 Part 9 Posted by MrFlibble on Wed, 14 Dec 2011 12:51:24 GMT View Forum Message <> Reply to Message Stumbled on a lot of lockups with AI especially in INSANE mode, the AI seems not able to make a decision. That happens most of the time with interrupts but that might be inherent to the latest 'unstable' version of v1.13 I have installed. I dislike also the fact that all and every stock is removable from weapons most of which stocks are built as part of the frame and thus could not be removed without sawing. Everything else so far is good about AIMNAS, I love the new CTH and damage scheme ; suppression and burst fire have regained their usefulness, I had to raise the head shot damage multiplier tho in the option ini for the sake of realism reflecting the critical nature of a bullet entering brain. I noticed that new CTH system is disabled by default, but I still get similar terminal performance when re-enabling it I think the difference is only level of aiming (number of clicks) that are allowed, is there any other ? or any argument to make me prefer the default one over the later ? Otherwise, I definitely think that AIMNAS could bring the best JA2 experience to realism and tough tactical battles lovers... count me as part of them.

Subject: Re: AIMNAS WF2011 Part 9 Posted by DepressivesBrot on Wed, 14 Dec 2011 13:03:33 GMT View Forum Message <> Reply to Message Aside from the fact that there is absolutely no NCTH data defined? No seriously, if you installed only the stuff I told you to install, each and every weapon uses default values. Don't use NCTH.

The stock system will be completely revised for the next release, you may have noticed all the pics showing guns with different stock option on the last pages

AI lockups can be circumvented by disabling Improved Interrupt System btw (seach for IIS in the options.ini).

Page 125 of 134 ---- Generated from The Bears Pit Subject: Re: AIMNAS WF2011 Part 9 Posted by STK on Wed, 14 Dec 2011 13:16:37 GMT View Forum Message <> Reply to Message "AI lockups can be circumvented by disabling Improved Interrupt System btw (seach for IIS in the options.ini)."

This worked for me so far no more freezes. rowa21 told me about it the other day.

"@single player AI interrupt crash: Just open the Data-1.13\ja2_options.ini and set IMPROVED_INTERRUPT_SYSTEM = FALSE instead of IMPROVED_INTERRUPT_SYSTEM = TRUE This will fix the AI interrupt bug."

Subject: Re: AIMNAS WF2011 Part 9 Posted by DepressivesBrot on Wed, 14 Dec 2011 13:18:09 GMT View Forum Message <> Reply to Message Note: The ini in Data-AIM overrules the one in Data-1.13 when using AIMNAS.

Subject: Re: AIMNAS WF2011 Part 9 Posted by STK on Wed, 14 Dec 2011 13:21:30 GMT View Forum Message <> Reply to Message So do I need to change the INI in that instead?

Subject: Re: AIMNAS WF2011 Part 9 Posted by DepressivesBrot on Wed, 14 Dec 2011 13:23:38 GMT View Forum Message <> Reply to Message Yes.

Subject: Re: AIMNAS WF2011 Part 9 Posted by Sam Hotte on Wed, 14 Dec 2011 13:25:03 GMT View Forum Message <> Reply to Message

Page 126 of 134 ---- Generated from The Bears Pit Yeah.

Subject: Re: AIMNAS WF2011 Part 9 Posted by STK on Wed, 14 Dec 2011 13:25:12 GMT View Forum Message <> Reply to Message Ok just did it.

Whats the improvements in the AIMNAS interrupt some thing must have been tweaked basically what am I missing out on reverting back to the default interrupt system?.

Thanks

Subject: Re: AIMNAS WF2011 Part 9 Posted by Sam Hotte on Wed, 14 Dec 2011 13:30:45 GMT View Forum Message <> Reply to Message IIS is not AIMNAS specific but part of the *development* to base 1.13: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=290787#Post290 787

It's not yet free of all bugs, that's why the freezes occur and why it's recommended to disable it for now.

Subject: Re: AIMNAS WF2011 Part 9 Posted by STK on Wed, 14 Dec 2011 19:37:44 GMT View Forum Message <> Reply to Message Hi again.

Sorry to ask this but is there a way to enable Bobby rays from the very start with out having to take the airport.

I only want to check out all the stuff and learn what I can mix and match regarding guns etc.

Thanks

Subject: Re: AIMNAS WF2011 Part 9 Posted by JMich on Wed, 14 Dec 2011 19:43:00 GMT View Forum Message <> Reply to Message STKHi again.

Page 127 of 134 ---- Generated from The Bears Pit Sorry to ask this but is there a way to enable Bobby rays from the very start with out having to take the airport.

I only want to check out all the stuff and learn what I can mix and match regarding guns etc.

ThanksNo way to do this, but 2 alternatives. Alternative one is to use cheats and clear the airport. Alternative two is this

Subject: Re: AIMNAS WF2011 Part 9 Posted by STK on Wed, 14 Dec 2011 19:45:50 GMT View Forum Message <> Reply to Message Wow fast reply thanks

Ok I will look into it.

I suppose I could do it VIA MP as well only thought of that after I posted hehehe.

Subject: Re: AIMNAS WF2011 Part 9 Posted by DepressivesBrot on Wed, 14 Dec 2011 19:55:34 GMT View Forum Message <> Reply to Message You could also open an airport in Omerta, you'd only have to take the landing sector then.

Subject: Re: AIMNAS WF2011 Part 9 Posted by MrFlibble on Wed, 14 Dec 2011 22:40:00 GMT View Forum Message <> Reply to Message Thanks DepressivesBrot for the quick reply and yeah I've seen the pics with stock deployed/retracted, looks good but does it serve any purpose ? I mean in real life collapsible stocks find their use in weapon transportability which are usually carried on chest... so why not adding a medium weapon (chest) slot where two handed weapons with retracted stock could fit as well as machine pistols, sawed offs and compact two handed guns. Equipping the gun would cost no AP but deploying/collapsing the stock will. Deployed stock adds accuracy and handling to the gun.

Subject: Re: AIMNAS WF2011 Part 9 Posted by STK on Wed, 14 Dec 2011 22:43:00 GMT View Forum Message <> Reply to Message

Page 128 of 134 ---- Generated from The Bears Pit they help in CQB situations.

So a retracted stock in a house say would be easier to maneuver than a un retracted stock basically less cumbersome.

Subject: Re: AIMNAS WF2011 Part 9 Posted by MrFlibble on Wed, 14 Dec 2011 22:53:13 GMT View Forum Message <> Reply to Message is there already any CQB situation taken into account in JA ? I mean confined places where weapon size does matter...

Subject: Re: AIMNAS WF2011 Part 9 Posted by Sam Hotte on Wed, 14 Dec 2011 23:13:51 GMT View Forum Message <> Reply to Message This is only simulated in this way that retracted/folded stocks are faster to draw; needing less AP to raise.

Subject: Re: AIMNAS WF2011 Part 9 Posted by MrFlibble on Wed, 14 Dec 2011 23:40:42 GMT View Forum Message <> Reply to Message Yeah that's what I was thinking about ; readying lighter/less cumbersome weapons is easier and thus requires less AP that's great and logical... and still I think my idea is good too.

I have a couple of features in mind I would like to see in AIMNAS, but I'm not sure of their feasibility since I don't know how the whole JA2 moding works I mean I have no clue on how you do guys to change and make that or that ; I also don't know what is hard codded and what is not. For example, can you create new variables and have them act in new or existing functions ? variables like damage, coolness, weight etc... Secondly, can you create new sort of objects and actions that do not fit in any existing category ( objects like weapons, items, ammo, characters... actions like reloading, climbing, attaching/unattaching) ?

Subject: Re: AIMNAS WF2011 Part 9 Posted by Sam Hotte on Thu, 15 Dec 2011 00:16:04 GMT View Forum Message <> Reply to Message Do not understand about what idea you are talking exactly. A chest slot for SMGs and similar could immediately be made by Smeagol if he wanted to. He made lots of LBEs with different sized pouches, slots etc.; should pose no challenge at all to him,

Page 129 of 134 ---- Generated from The Bears Pit if he liked the idea.

Obstructed areas that are to small to bring e.g. a sniper rifle to action would surely need coding (if doable at all).

I'm no modder at all, so i can only tell you that a lot of things are externalized to XMLs. So grab the XML editor and have a look around them to get an idea what's organized in what way.

Subject: Re: AIMNAS WF2011 Part 9 Posted by Anonymous on Thu, 15 Dec 2011 00:20:04 GMT View Forum Message <> Reply to Message DepressivesBrotYou could also open an airport in Omerta, you'd only have to take the landing sector then.

Good idea. Like Urban Chaos, but functional with BR.

Subject: Re: AIMNAS WF2011 Part 9 Posted by STK on Thu, 15 Dec 2011 13:13:34 GMT View Forum Message <> Reply to Message I was looking at gabbi cheats for 1.13 but I read I need to hold ctrl+ type gabbi at tactical screen but nothing happens.

I want to use this cheat so I can kill all enemys at the airport sector then I can use bobby rays.

Any ideas please

Subject: Re: AIMNAS WF2011 Part 9 Posted by Anonymous on Thu, 15 Dec 2011 14:58:39 GMT View Forum Message <> Reply to Message just go to the tactical screen, the screen where you actually engage in battle. You have to either be on your turn or in RTS mode. Hold down Ctrl. While holding Ctrl type G A B B I . You should get a message saying: Cheat level two reached. Hit Alt E to see all enemies. Hit Alt O to kill all enemies.

Subject: Re: AIMNAS WF2011 Part 9

Page 130 of 134 ---- Generated from The Bears Pit Posted by STK on Thu, 15 Dec 2011 15:17:39 GMT View Forum Message <> Reply to Message wow thanks will try that now edit

Nope dont seem to work for me?.

I hold ctrl and type gabbi and I get nothing.

Subject: Re: AIMNAS WF2011 Part 9 Posted by Anonymous on Thu, 15 Dec 2011 16:24:09 GMT View Forum Message <> Reply to Message this is very unlikely, but worth a shot. Try Cntrl I G U A N A

Subject: Re: AIMNAS WF2011 Part 9 Posted by Sam Hotte on Thu, 15 Dec 2011 16:32:41 GMT View Forum Message <> Reply to Message STKI was looking at gabbi cheats for 1.13 but I read I need to hold ctrl+ type gabbi at tactical screen but nothing happens.

Try IGUANA instead of GABBI.

Subject: Re: AIMNAS WF2011 Part 9 Posted by STK on Thu, 15 Dec 2011 17:30:52 GMT View Forum Message <> Reply to Message Nope dont seem to work.

NM thanks for the help

Subject: Re: AIMNAS WF2011 Part 9 Posted by Anonymous on Thu, 15 Dec 2011 17:42:13 GMT View Forum Message <> Reply to Message Can you in fact confirm that you are on the tactical screen when you are attempting this?

Page 131 of 134 ---- Generated from The Bears Pit Subject: Re: AIMNAS WF2011 Part 9 Posted by STK on Thu, 15 Dec 2011 17:43:53 GMT View Forum Message <> Reply to Message Hi there you I have tried both screens the map and tactical screen both with no luck.

I have tried it when we was not in turn based mode and when we was when it was my turn.

Thanks

Subject: Re: AIMNAS WF2011 Part 9 Posted by Anonymous on Thu, 15 Dec 2011 17:45:22 GMT View Forum Message <> Reply to Message It only works with the tactical screen. The tactical screen is the screen where you actually engage the enemy.

What is your AIMNAS install?

Subject: Re: AIMNAS WF2011 Part 9 Posted by STK on Thu, 15 Dec 2011 17:47:53 GMT View Forum Message <> Reply to Message Hi its the latest version V21.

With the unstable release version of 1.13.4802 if I remember right

Subject: Re: AIMNAS WF2011 Part 9 Posted by Anonymous on Thu, 15 Dec 2011 17:49:52 GMT View Forum Message <> Reply to Message And you can in fact confirm that you are: On the tactical screen, not in battle or on an enemies turn, holding the CTRL key, and while holding the CTRL key pressed typing G A B B I?

Btw, when typing it does not need to be super fast.

Subject: Re: AIMNAS WF2011 Part 9 Posted by STK on Thu, 15 Dec 2011 17:53:31 GMT View Forum Message <> Reply to Message Hi there I was in battle thats what the problem was I am so sorry to mess you all about.

Page 132 of 134 ---- Generated from The Bears Pit So i went to the tactical screen when there was no enemy's near and it worked thanks.

Subject: Re: AIMNAS WF2011 Part 9 Posted by Anonymous on Thu, 15 Dec 2011 17:59:04 GMT View Forum Message <> Reply to Message It's all good.

Subject: Re: AIMNAS WF2011 Part 9 Posted by STK on Sat, 17 Dec 2011 10:25:11 GMT View Forum Message <> Reply to Message Any idea when the next release of AIMNAS will be coming?.

Thanks

Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Sat, 17 Dec 2011 10:32:14 GMT View Forum Message <> Reply to Message No idea yet, sorry... it's still quite a lot of work that I will have to spent on it to be release worthy... also I messed around with item IDs a lot, so the next AIMNAS update will definately require a new game.

Some of the stuff to be expected in the next full release (just to water your mouths ^^):

Elcan scope for the Diemaco rifles.

MP5 variants

Subject: Re: AIMNAS WF2011 Part 9 Posted by STK on Sat, 17 Dec 2011 10:42:20 GMT View Forum Message <> Reply to Message

Page 133 of 134 ---- Generated from The Bears Pit Nice damn you stop teasing us .

Great work really loving it.

Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Sat, 17 Dec 2011 11:17:40 GMT View Forum Message <> Reply to Message Zeiss Z-Point Reflex sight:

Subject: Re: AIMNAS WF2011 Part 9 Posted by rtgress on Sun, 18 Dec 2011 02:08:27 GMT View Forum Message <> Reply to Message how about this ?

COLT CM901 read more : http://www.defensereview.com/dr-exclusiv...try-forces-gif/ http://en.wikipedia.org/wiki/Colt_CM901 i posted same thing on this page ; http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=295395&#Post29 5395 im not sure which one is right page so..

Subject: Re: AIMNAS WF2011 Part 9 Posted by smeagol on Sun, 18 Dec 2011 09:27:00 GMT View Forum Message <> Reply to Message Thread locked.

New thread can be found here.

Page 134 of 134 ---- Generated from The Bears Pit