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jubejoob

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Posts posted by jubejoob

  1. Hey

    The problem with adding all the scopes to all the guns, is that the guns use different animations, only the sights that use the same animation will line up with your targets. You can either look for the sights that are used on multiple guns to show you which use the same animations or you can just test and see what works and what doesn't.

    The animations are hard coded and can not be changed, so without making new sights that line up with the current animations there isn't anything you can do to make the current sights work on weapons that they don't line up on

  2. no change in damage, penetration etc.
    These values are changed in the gun settings they are not tied to the round.

    And then i thought about What would it be like to have 40 mm H.E rounds shooting out of a M249 SAW? but alas, no change in damage (no explosions) only bullet hole.

    I haven't tried this but I know it was done in Graw 1, but it was done through changing the projectile type from bullet to something like grenade or explosive, check the RPG stats is likely the easiest way to try to copy and test

  3. I got that message when I tried to play with the mod without having the latest patch

    I installed and I had CTD, the following message was displayed:

    Crash in application version: 29980.2562

    data\lib\managers\genericstatemanager.dsf(-1): states_menu_popup.xml state manager - Class Instance from address "MenuManager.MenuBasePopup" do not contain member "update_check_for_patch" specified in param "update"

    SCRIPT STACK:

    data\lib\managers\genericstatemanager.dsf(0)

    data\lib\managers\genericstatemanager.dsf(0)

    data\lib\managers\menumanager.dsf(0)

    data\lib\managers\genericstatemanager.dsf(0)

    data\menu\menu.dsf(0)

    Renderer: threaded

    Physics : threaded

    Help us....

  4. Hi

    Well I have not tried anything like this, while it may be possible to add the mover-helper wall, and use the script to remove it, they are in the world.xml as units, so it could work. The problem I see with this, is that if I try walking somewhere and I can't, later I am going to expect that I still can't go that route if some seeable object has not been moved to clear my path.

    You can set the check extraction to false till the objectives are complete to take care of that part of the issue, but as for the people wanting to take a look around before the triggers are active in areas, you may want to be carful to use seeable changes so that anyone who downloads the map will be able to figure out that you are making a path orented map verse the more free movement maps that the game uses

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