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Author Topic: IDF Modification BETA report  (Read 15220 times)
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Cobra6
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« Reply #40 on: August 02, 2002, 10:44:34 am »


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Oh, also, in figuring out the damage potential of a round, are the tangos thought to have body armor on or not, 'cause I was wailing on a tango in full-auto with the Mitchell AK-22 from about 100 meters away and it wasn't phasing him. I should think it would hurt at least as much as being hit by a paintball.


Yes, I am assuming the tangos have at least some sort of "flak" jacket on, so at 100 meters the .22 round will have a difficult time penetrating the torso area. Try for head shots. The Ruger 10/22 has close to the same properties.

While we are talking ballistics: I did something a little different this time. I made all the weapons that fire 5.56, 7.62 etc.. have the same ballistic qualities. I did this mainly for M/P games so no weapon has a real distinct advantage over another.
« Last Edit: January 01, 1970, 01:00:00 am by 1029654000 » Logged
Cocobolo
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« Reply #41 on: August 02, 2002, 10:49:24 am »

Weekend work:

Hooking up the MP actor files to put some specialists in there. Adding some more DS compatibility, and double checking all kits in MP. Other things, final tweaks, and after that, a final Beta will be released, then the gold.

« Last Edit: January 01, 1970, 01:00:00 am by 1029654000 » Logged

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« Reply #42 on: August 02, 2002, 10:51:51 am »


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Ok kit that crashed was Demo kit 5. IMI Tavor SD + Claymore
The micro uzi with no single shot sound is
Sniper Kit 6 M16 SWS + IMI Micro Uzi


I squared away the uzi sound, kit will be checked.
« Last Edit: January 01, 1970, 01:00:00 am by 1029654000 » Logged

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« Reply #43 on: August 02, 2002, 10:59:00 am »


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The Mitchell AK-22 looks great, but it needs to be SD and have a silencer... a Ciener silencer, if you have picks of that. ?And why not trick it out with some kind of updated close-range tactical sight? ?Also, it should sound like a pretty quiet airhose when it fires full-auto. ?And it should have very little recoil, as it is said to gently push in full-auto. ?

Also, for the Uzi-SD's were you able to use that genuine Papa Uzi SD sound?


I was unable to find any pics of a suppressed version of the AK-22... I can easily add one but since I've never seen one (rarely ever see one on any AK) I am wary of just going ahead and doing it. I'll mull this over in my head this weekend and see what we come back with.. There was no reference of a suppressed version with the Mitchell arms info..I'll look some more.

As for the sound, that's one of the sounds that would not work... I chopped it and prepared an excellent set of sounds for single, burst, etc.. but they were useless in GR, it just wouldn't use them.
« Last Edit: January 01, 1970, 01:00:00 am by 1029654000 » Logged

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Cobra6
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« Reply #44 on: August 02, 2002, 11:07:18 am »


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I squared away the uzi sound, kit will be checked.


I could not figure out why it is crashing the game, but it is the fifth kit for M/P so I am assuming it is this one
</Actor>
     <Actor Name="mp_plt1_dem.atr">
           <Kit Name="0clay-tavsd-01.kit"/>
           <Kit Name="0dclay-tav-01.kit"/>
           <Kit Name="0tavor2-9-02.kit"/>
           <Kit Name="0tavor2-9-03.kit"/>
          <Kit Name="0tavor2-9-04kit"/>
           <Kit Name="2mar-01.kit"/>
           <Kit Name="2mar-02.kit"/>

I may need some help with this one Coco.
         
« Last Edit: January 01, 1970, 01:00:00 am by 1029654000 » Logged
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« Reply #45 on: August 02, 2002, 01:02:17 pm »

Cob that's easy. It's just missing the . before the "kit"
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Cobra6
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« Reply #46 on: August 02, 2002, 01:50:25 pm »


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Cob that's easy. It's just missing the . before the "kit"


Yup...that was it. Sometimes you just need someone else to look at something to see what the problem is. I looked at that thing for an hour at least. Cool
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« Reply #47 on: August 02, 2002, 02:25:02 pm »

Great, glad I could help. ?Smiley

Another thing I noticed when playing today was that when I loaded a saved game most of the reload sounds was that of a gunshot. Personally I'd just take them out altogether as GR currently doesn't let you specify your own custom reload sounds. Hopefully RSE will address this in the next mission pack.
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« Reply #48 on: August 02, 2002, 05:12:18 pm »


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While we are talking ballistics: I did something a little different this time. I made all the weapons that fire 5.56, 7.62 etc.. have the same ballistic qualities. I did this mainly for M/P games so no weapon has a real distinct advantage over another.


*incredulous*  Why?  What's the point in having different weapons if they aren't different?
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Cobra6
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« Reply #49 on: August 02, 2002, 05:41:43 pm »


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*incredulous* ?Why? ?What's the point in having different weapons if they aren't different?


If you could really tell the difference between a M16 and a M4 in the game maybe it would be worth it, but the truth is you really can't. I made the ballistics of each calibre the same for each rifle i.e. an M16 has the same ballistics qualities as an M4, a 9mm Uzi has the same ballistics qualities as a 9mm Tavor. This makes M/P games a little more challenging and keeps the "uber" weapons from taking over a mod (like BSW for UO). IMHO the only people who would have noticed this is perhaps Piccolo and a few other real gun nuts (meant with all respect) like me.
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« Reply #50 on: August 02, 2002, 05:55:11 pm »


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I was unable to find any pics of a suppressed version of the AK-22... I can easily add one but since I've never seen one (rarely ever see one on any AK) I am wary of just going ahead and doing it. I'll mull this over in my head this weekend and see what we come back with.. There was no reference of a suppressed version with the Mitchell arms info..I'll look some more.


Well, the Mitchell isn't ordinarily select-fire, either.  The specific weapon that the Israelis were said (in the article) to be looking into was this suppressed, select-fire (no burst mode) conversion of a Mitchell AK-22.  The name Ciener was specifically used in the article.  Maybe it was only a Ciener silencer.  Maybe he did the whole conversion.  (Though his assistants deny it, now, and say they've never heard of this weapon that the article had pictures of in operation.)  Whatever the case, Ciener is known for his .22 conversions ( http://www.22lrconversions.com/ ) and also for a select-fire M-16 .22

http://www.tecinfo.net/~jayhawk/ciener.html

and for a belt-fed M16, so he has been known to dabble in unusual conversions...

http://www.cornerstone-computing.com/scott/equipment/e_beltfeed.html

Quote
As for the sound, that's one of the sounds that would not work... I chopped it and prepared an excellent set of sounds for single, burst, etc.. but they were useless in GR, it just wouldn't use them.


Damn.

Anyway, if you WANT, you can even remove the name "Mitchell" from the AK22 and just call it CT Ops AK22-SD.

Believe me, I saw it in a reputable gun magazine in the mid-80's, and was totally impressed, badly wanting one, but not so much that I'd get a license for it.  I specifically remember that the Israelis were looking into it for CT Ops because 1 stray .22 round was not likely to kill a hostage, while a barrage of suppressed .22 lead would tear anyone up.

I wish the internet had everything, but when things were created back when there was no widely-used internet, curiosities like what I mention died with the paper they were printed on.

Please add a suppressor and weaken the round more, if you want, but also increase the rate of fire to at least 1200 rpm-1400rpm (it might be a lot more!).

I'll ask around and see if anyone remembers the thing.

Apparently Vektor Arms makes .22 conversion kits for its Uzis.

http://www.machinegunbooks.com/cgibin/ikonboard/topic.cgi?forum=1&topic=572
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« Reply #51 on: August 02, 2002, 05:56:54 pm »


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If you could really tell the difference between a M16 and a M4 in the game maybe it would be worth it,


Ohhhhhh!  LOL!  I thought you meant that you made the 5.56mm's the same as 7.62mm's.  What you've done is understandable.
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« Reply #52 on: August 02, 2002, 05:57:54 pm »

Playing MP with IDF_Lavi, I kept hearing a bolt-action reloading sound as one of the ambient nature sound effects.  I thought there was a tango around with obsessive compulsive disorder, or something.

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Cobra6
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« Reply #53 on: August 02, 2002, 06:41:01 pm »


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Playing MP with IDF_Lavi, I kept hearing a bolt-action reloading sound as one of the ambient nature sound effects. ?I thought there was a tango around with obsessive compulsive disorder, or something.


Is this only in M/P. I have been playing non-stop in S/P and there have only been two bugs, the Micro Uzi and that "kit" file. If it is happening in S/P I am just wondering if you are using the same version as Coco and I.
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Cobra6
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« Reply #54 on: August 02, 2002, 06:42:40 pm »


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Ohhhhhh! ?LOL! ?I thought you meant that you made the 5.56mm's the same as 7.62mm's. ?What you've done is understandable.


I guess I should have been clearer in my first post Wink Like I said I don't think very many people will notice. I just have to hang on because I am starting to feel the wrath of Piccolo Grin
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« Reply #55 on: August 02, 2002, 06:52:34 pm »


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I guess I should have been clearer in my first post Wink Like I said I don't think very many people will notice. I just have to hang on because I am starting to feel the wrath of Piccolo Grin


lol, fearsome ain't he.   Grin
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« Reply #56 on: August 02, 2002, 07:14:10 pm »

load_icon.rsb - No "." after the F in I.D.F.
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« Reply #57 on: August 02, 2002, 07:23:01 pm »

I was playing last night an i found that unit yamag riflemans face fall off when she was in my team her face would go white when running around at times  Huh
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« Reply #58 on: August 02, 2002, 07:42:16 pm »

Hmm not sure on this one. The Actor files model face and blink face are correct though the rsb's are the same. However yamag.chr has "head.rsb" specified while the lod's have "yamag_grey_head.rsb" which apparently is not in the character folder.
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« Reply #59 on: August 02, 2002, 07:52:41 pm »

Specialist Stats:

YAMAM Vs. YAMAG:  YAMAM is probably the best CQB unit in Israel... could their stealth be increased a bit?  And right now, YAMAG chick has higher Endurance and Leadership than them, but is otherwise the same?

I assume these stats are meant to represent the average operator in those units, not to represent unique characters at home in those units?

MATILAN has a leadership of 8 but the paratroopers of Tzanhanim have such a low leadership score?  Quite a number of Israel's recent political leaders have come from Sayeret Matkal and the paratroopers, I believe.

STANDARD character NAMES:

Can these be changed?  If so, would you like some Jewish names to replace them?

MEDALS:

Can the medals be changed to make them Israeli?  (These are easy enough to find.  I can point you to them, if need be.)

SOAF character models?

Can the HRT chick character model in SOAF be used in this mod?  

How many characters can you make before you max out in Standard and Specialist?

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