Jump to content
Ghost Recon.net Forums

Sonsalt

Members
  • Content Count

    23
  • Joined

  • Last visited

Posts posted by Sonsalt

  1. okay this isnt a debate if you dont want the mod dont post at this topic, i want realism just as much as sonsalt but i cant really do anything till the coop bug is fixed

    I read you ;)

    Lately I was fooling around with the stats, and discovered the character skills of the ghost team as well as the mercs.

    What weapons would you like the mercs to have ??? I could even give them bp's weapons.

    This is what I am still looking for:

    1. The dynamic hud.

    Somewhere the movement and it's affection on the aimtime must be set, but where???

    2. Stance ... this also affects the spread, but how and where to find it?

    3. Player health.

    4. Ragdoll effect.

    I really like the present changes. Concerning the reality, I can say they are pretty close, though if I can change the aimtime, I can reduce the spread.

    Since I am a soldier my self, I try to get the game as close to the real thing as possible.

  2. Pistols should be accurate up to 25m. Everything above is just an illusion.

    SGMs are also used in close combat situations.

    Assault rifles are good up to300m

    and snipers are accurate well depends on the hardware and the skill 500m -1.5km

    At the moment I am playing bp's weapon pack 1.2 along with the tweaked stats, and this just feels awesome.

    If Sgt.hoot agrees, I will release an advanced version of our mod, with tweaked AI precision, and reflexes, compatible with bp's weapon mod.

    Anyone interested ?

  3. okay i made some adjustments to the saw, ive been rather busy but i think it could be near completion, and the hk21e theres so many files of it i cant find which one is the player weapon and the smgs are fine as is, and the pistols dont need modding

    Concerning the Hk21 it is the u_hk21e.xml file.

    It is the only one which has different types of spread, and recoil

    The pistols are by far too accurate. They should have a spread of 6 normal and 4 aimed.

    Here is what I had in mind

    Assault rifles spread normal 3-4

    spread aimed 2-3

    Smg spread normal 5-6

    spread aimed 3-4

    Pistoles spread normal 5-6

    spread aimed 3-5

    Mg spread normal 4-5

    spread aimed 2-4

    Sniper rifles spread normal 4-5

    spread aimed 1

    Also the AI-precision needs to be tweaked.

  4. HI there great work so far.

    I was wondering what will happen if we change this

    <var name="effect_hit" value="sniper_bullet_hit"/> <!-- name of the hit effect -->

    for the barrett into

    <var name="effect_hit" value="grenade"/> <!-- name of the hit effect -->

    maybe this will increase the hit effect

  5. i have no idea bout hud stuff im a weapon modder lol

    update: i just did a [GR] round with my mod and i had some LOOONG fire fights so when your running your gun will be severly knocked off aim and the guys that usually got the 1 hit kills their bullets were goin left and right hell im even impressed by the game now!

    and also with the weapon penetration makes for an interesting aspect you can shoot through walls as can the ai there were a few times when i went "ARGH where did he get me from!" adds some really nice cinematic action

    Sounds Great.

    For further enhancements you might want to take a look into weapon_data.xml ;)

  6. okay all weapons except pistols have been modded more recol more spread and the pierce walls

    http://files.filefront.com//;8360255;;/

    feedback is good :thumbsup:

    First of all thanks for the effort.

    The recoil is too strong now, it really throws you off balance, something i the middle would be great.

    We should increase spread, and time to aim instead.

    I wonder why in SP the enemy drops like nothing, and in MP your team does the same.

    -> Maybe we should decrease the damage of the weapons as well, since a shot in the leg is usually fatal. ;)

    or more HP for AI+ player

    Can you help me clarify some things

    What does this mean?

    Tripod settings ?

    What do you think about reducing this to a realistic value ?

    <var name="weapon_min_range" value="1000"/> <!-- -->

    <var name="weapon_max_range" value="15000"/> <!-- -->

    what is stability ?

  7. Are you using the right version? The one for Graw2? I know one guy was trying to use the Graw1 version with Graw2 and had similar errors. Try patching also.

    I am using the version 1.1 pack, and already patched to 1.03. I might just reinstall it all, cant think of anything else to do.

    Sorry to hear you are having so much trouble. Hopefully a new version out later today. Maybe it will be easier to install.

    You should increase the recoil for the weapons, as well as the reload time for the H&K Mark23. You can barely see the magazine moving out of the screen.

  8. To me the weapon handling is way too easy. They feel like toys.

    So here is what I have in mind.

    Better recoil feeling for all weapons. --> more recoil

    Stronger impact physics for cal.50

    Natural movement of sights while aiming. -> breathing motion

    But there is one problem, I am new to this game, so I need some help to get started.

    How can I increase the HUD recoil?

    where can I find the weapon stats ?

    Can somebody help me with this ?

  9. This is a great mod. Your models are outstanding.

    I have one request though, can you increase the reload time for the Mk23, it reloads too quick

    Can you make the EOTech Holo sight also available for the rest of the guns?

    It really is a superior combat sight, due to it's great field of view. I would love to have this one on the MP5

  10. Here are some Ideas for the further enhancement of the AI

    1. proper use of grenade launchers against soft targets (Humans, cars, trucks and .50 stations)

    2. proper use of rocket launchers against tanks and other vehicles.

    3. support gunner uses machine gun to suppress fire and keep enemy covered. (prone)

    4. AI switches weapons to semi automatic if enemy is far enough.

    5. Under pressure AI doesn't reload but switches weapons in order to continue shooting.

    6. Sniper uses Secondary as primary gun and switches when he arrives at his cover position.

    8. AI uses hand grenades if enemy is in range and hiding behind cover. (if possible)

    9 If AI is under heavy attack he retreats to some safer position while shooting at enemy.

    10. And finally AI ducks and lay down if cover is more then 2m away, and if he is under fire. Later he gets up and seek proper cover.

    Those are just some of Ideas of mine, but if you could realize some of them it would greatly improve the AI behavior.

    Thanks

    Sonsalt

    What points are editable and what not ?

  11. Here are some Ideas for the further enhancement of the AI

    1. proper use of grenade launchers against soft targets (Humans, cars, trucks and .50 stations)

    2. proper use of rocket launchers against tanks and other vehicles.

    3. support gunner uses machine gun to suppress fire and keep enemy covered. (prone)

    4. AI switches weapons to semi automatic if enemy is far enough.

    5. Under pressure AI doesn't reload but switches weapons in order to continue shooting.

    6. Sniper uses Secondary as primary gun and switches when he arrives at his cover position.

    8. AI uses hand grenades if enemy is in range and hiding behind cover. (if possible)

    9 If AI is under heavy attack he retreats to some safer position while shooting at enemy.

    10. And finally AI ducks and lay down if cover is more then 2m away, and if he is under fire. Later he gets up and seek proper cover.

    Those are just some of Ideas of mine, but if you could realize some of them it would greatly improve the AI behavior.

    Thanks

    Sonsalt

×
×
  • Create New...