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SpringMan

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Posts posted by SpringMan

  1. wouldn't it be funny if Clancy wrote a new book and be sued by UBI because his storyline doesn't fit in the trusted UBI Tom Clancy franchise?

    seriously, this deal is just upholding the status quo. all "old-school fans" unmasked the recent arcade games for what they were and will unmask future ones too. and the majority of tactikool gamers that are the new clientele, they know the name Tom Clancy just from these very games.

    tl; dr: dead horses etc.

  2. i'm not sure, but i think you mean SCOPE, not reticle. that's technically possible, but probably wouldn't fit correctly on the other model, and the sights won't line up correctly.

    if, however, you mean changing the IRONSIGHTS: short answer NO.

  3. you can do that with all weapons, but it sometimes produces an error when you order your team to go to recon mode with these guns. best solution is to use it only yourself then, or at least equip your mates with silenced sidearms. though i'm not so sure if the latter workaround really works.

  4. There might be a way to simulate it by using the flashlight effect but changing the "light" color to red and focusing the beam to a really small point?

    that's exactly what he already did with his awesome PEQ2 in GRAW1.

    but agreed, most SF don't even like attachments on their sidearms, so the ghosts probably won't miss them so much.

  5. im not unbundling it correctly, i cant and dont know how to. ive tried the walk through and that didnt work. it worked in the training mission but not in any of the campaign missions, it always ctd.

    erm... the updated mod isn't bundled at all. just install the 1.05 patch and get the new mod.

  6. thanks a lot Snow, my hand hurts from all the copypasta! already saw the Massoud vid, but most of the pictures are new to me. in the vid it looks like the newly positioned charging handle is reciprocating, or is this because it's a prototype?

    if you don't find the time for it, i could write a combiner mod. my XMLs already have both mods plus some extras, but i don't want to fall from grace with TWO modders. So unless you AND Brettzies explicitly permit it, i won't give out more than advices for XML editing. i wanted to write a tutorial about mod combining once, but we don't really have that many mods to justify the effort.

    Besides, combining isn't that difficult, you (non-modders) can all do it yourself, just take a look at the edited XMLs and how they function. The only obstacles might be the extra sights Snow and Brettzies added, but that isn't too difficult either.

    If that's too much work, then make one folder for each mod and edit the context.xml every time you start the game, depending on which guns you want to use.

  7. i *think* most of us don't want PEQs and tactical lights because of their usefulness ingame, but because they greatly add to a more "tacticool" look. but i know it isn't very motivating for a modder to add something just for looks.

    As for the fixed stock, wouldn't it be more fitting for the Carbines?

    I also hope you stick with the Masada name, although the new rifle itself does not. i can't stand those abbreviations anymore.

    Oh, and thanks for the pictures. i can't visit SHOT personally and am grateful for every pic i find, and the Massoud is especially rare among them.

  8. Since a change to the Animation Set of the M1014 would probably mean that we can't use the aimpoint anymore, i can live with the MRC set. i don't see a need to change to slugs either, as now there is one gun for each preference.

    Btw, the new 1.05 animations don't look as smooth as the old ones, but that's probably due to pressure of time.

    Anyway, thanks for the update, i still think this game's engine has the greatest potential of them all.

  9. i pray to all the gods i know that you'll find the time for the ATPIAL and the Massoud.

    about the sound: why not just make some wavs and refer to them in the XMLs? changed a couple of ingame weapons that way, as i find most of the sounds not "loud" enough, i like the shots a little more barking. but that's actually something anyone could change on his own, Ghost Recon1 gives some excellent samples.

  10. i always found it interesting how they could make a special forces game without some type of 1911. but on the other hand, they didn't include a (real) AR15 either. would it be much work to you to include your M4 and its gizmos? i know most people here use Brettzies version, but there can never be enough guns in the game, and your mods only look good on your M4. i tried to port it myself, but don't know how to add the M4 M203 seperated from the Masada M203. however, i totally understand if you don't have time for (or interest in) that.

    blablabla tl;dr: UPDATED MASADA VERY APPRECIATED!!!

  11. Did someone ever figure out the Sniper Ghillie suit? I remember reading about a Hume? model that contained a ghillie suit... I think that would be an awesome addition. Wolf, any info??

    open your u_teammates.xml and make your Hume look like this:

    @teammate_ai_macro( teammate_hume, ghost_team_cloth, teammate_hume_husk, joh_, john_sound )

    <!-- @teammate_inv_macro( teammate_hume_inv, ghost_team, teammate_hume_husk, joh_, john_sound ) -->

    @teammate_player_macro( teammate_hume_player, ghost_team_cloth, teammate_hume_husk, john_sound )

    @teammate_husk_macro( teammate_hume_husk, ghost_team_cloth, joh_, john_sound, HUME )

    the important part is the CLOTH in "ghost_team_cloth"!

  12. sometimes they actually use the handguard, but most of the time its really the magazine well. which is actually quite mod-friendly, as varying weapon heights dont stand out so much. if you look closer you see theres still some air between the hand and the handguard, because the M4 is simply smaller than the SCAR.

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