Shadow_ASP
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Everything posted by Shadow_ASP
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I'm in a small beta-group for BIS. They keep saying they didnt bring me along because of my charming personality but I dont believe that Thats about all I can say. NDA and all that...
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I dont think I can do anything about the member icons not appearing for non-leaders. I dont know enough about GRAW's inner workings for that. I think GRIN will have to think of something if the game is to support more than 4 playables on the same team in regards to the members on the HUD. I have a few more fixes and tweaks to take care of and I'll release my update. I have to make them quick or chances are the update will never be finished (I expect the first ArmA beta to arrive tomorrow and I dont think modding GRAW will be on the top of my list after that). So I hope no more issues have b
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Alot of good points have been raised here so I won't repeat them, but here's another: The ability to pick up any weapon on the ground (make it a server-option).
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Is this map you're talking about in Domination only? Cus I have yet to try that game-type. I'll look into it. I dont remember GR1 had ironsight or even 3d-models of the weapons You dont need crosshair when you have ironsights, unless you want CQB simplefied.
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nah, I only kick 1s and 0s Yeah, setting semi-auto to the same value as the full-auto is the correct way to go (assuming GRIN got the full-auto ROF right).
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The crosshair expands to the sides, yes. I guess thats just something to please the GR1-fans. The weapons behave correctly, the crosshair is'nt. As for the ROF of all the weapons in semi-auto, they are all configured wrong by GRIN IMO. But thats a simple fix inside all the u_weaponname.xml files. I've already made the ROF for the handguns set to 50ms delay between each shot (default was 600 or something). If it really is a big concern for you guys for the rifles I'll do the same to them as well in my upcoming revision of my HUD-mod.
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Changing the ammo-type in the 9mm ammopack changes would ruin the 9mm backpack for all other 9mm weapons. Increasing the amount of mags in it interferes too much with the ammo-balance in the game (giving all other 9mm weapons too much ammo).
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Yeah, I know about the ammo-types. I set my primary MP5SD to use "crye" (MR-C ammo class). My problem now is that the extra primary ammo still adds 9mm-class ammo and not crye-class ammo. Do you have any idea where I define the backpack ammo for this MP5SD (class name: mp5sd1) to use crye-ammo class instead of 9mm-class?
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Thanks for pointing me to sb_inventory.xml and Mig1 and his mod
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I'm looking at changing the amount of mags you carry for some of the weapons, but I cant seem to find where they are defined. They are not in the weapon itself and not in the player config. Any ideas? My main reason why I want to change them is to make the Barret a semi-auto with a 10rnd mag but 10x19 rounds is overkill. I'm also thinking of balancing the difference in rifle mags and amount of 40mm grenades when using a GL on the rifle (less mags, more grenades). edit: I've added the MP5SD as a primary option in addition to the secondary. My issue here is that all 9mm ammo share the same
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Its hosted right here at GR.NET or you can get it here. Btw the mod doesnt remove the chat-text, just the blue table around the text.
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Sounds to me you've deleted one or more of the following files inside your GUI-folder: menu_bg.xml, menu_main.xml, menu_ingame.xml, menu_mp_ingame.xml, menu_multi_ingame.xml and menu_network.xml
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I dont think there is a way to add such a feature with only XML editing. If you feel going to scope/ironsights takes too long you could use the top center of the order-menu to guide you. The center of the top cell ("move") is where the crosshair used to be I believe. Basicly every change except the final change has been a screw-up on my end 1: Chatwindow is invisible in my mod. 2: Good idea, I'll experiment with it. 3: I dont think they are intruding that much with the colour I've selected. 4: Are you talking about the red-dot scope or the blue crosshair? Crosshairs gone in my m
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If you remove the files called crosshair_scar.xml and crosshair_saw.xml from the gui-folder you still have everything else but with stock crosshairs I won't be adding any kind of crosshairs back into it because I feel its more real this way. It also makes me apreciate regular ironsights instead of always going with a scope all the time. As for not being able to hit the broadside of a barn this way, that is quite close to how it really works in real life. I've been trying to find where this is defined but no luck so far. It is on my list to do if I can find it. I will also see what I ca
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Again, thanks for the overwhelming compliments At first, I experimented with only the pips as crosshair (by accident btw). I did'nt think it looked right. After alot of experimenting I was finally able to remove the crosshair altogether and I dont really feel like going through that process again. If someone is making that kind of crosshair mod, then all you need is their modified crosshair_xxxx.xml files. I'm not sure where the weapon rendering is controlled so I would'nt know where to look to turn off the fps weapon-view. Why would you want it off anyway? Its one of the things I think GR1
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I'm happy you guys like my mini HUD-mod. Thanks For those wondering about the 4 corner bars, to make them disappear you set their scale size=0 in each of the 4 frame_xx files. I have a v1.3 allmost ready for release. Nothing major, just a few minor HUD changes plus a few corrections to the 92FS and G18 (and I need to ask DIGITALY -TC- for his/her permission to include the blood-mod).