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SpringMan

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Everything posted by SpringMan

  1. is it possible to edit how certain classes deal with certain weapons? i always have the feeling it's more weapon-specific. what i mean is: can i make the sniper class do mainly single shots with assault and battle rifles, and the sawgunner longer bursts using the same guns? it may not be very realistic, but would bring in some more variety.
  2. maybe the last few posts should be moved to http://www.ghostrecon.net/forums/index.php?showtopic=47918, we're getting off topic. Done.
  3. this is what you get when you try to mount optical sights, in this case Snowfellas Eotech: it should be noted that the actual aiming point is where the nightvision button can be seen, behind the rear sight. this is the only workaround i can think of: could this be realized without too much effort and with Brettzies aimpoint model?
  4. yes, this could be solved with low mounted sights that use the ironsights animation. but on the other hand, these sights wouldn't be very useful with the ironsights still in the way.
  5. you can put any sights on the SAW, but when you try to look through, you'll only see the rail/buttons/whatever is under it. the SAW always tries to line up the iron sights, and they're too low for all the other optics. as i said, i give them to the NPC players because they don't bother. i'm not sure, but i think it was possible to use some sights with the SAW in GRAW1, but for some reason they only produce FUBAR in GRAW2.
  6. problem with the SAW is, it accepts optics mods (for whatever reason, as the game doesn't provide any fitting ones), but they won't line up properly because its not possible to mod away the ironsights. so the only way is making a reddot thats LOWER than the iron sights, something like a C-More or a very low mounted aimpoint. i always let my NPC sawgunner use the aimpoint, it doesn't affect his aiming and looks more tacticool. but there's another problem, sometimes he forgets to close the feed cover after a reload, which looks quite funny. aside from that, Acog on the M14 would be cool!
  7. those are just folders, make them yourself when they aren't there.
  8. sry it was my mistake, forgot to give it a slot weight. works nicely with your GRAW1 M4 and everything using the SCAR animations. hmm the SAW *has* a moddable top rail, were there, at some point during GRAW1's development, optical sights supposed to be included? oh well, glad they at least included the option.
  9. snow i tried to play a little with your eotech, but was unable to add it to any other weapons. your trijicon works fine though. is it because its specified as ironsight or some trick you used to get the proper animations?
  10. i sent you my complete ghost_templates.xml per PM, but for it to work, you'll have to: 1. have Brettzies newest pack installed (the one with the M468) 2. have the following files in your "local\english\objects\beings\ghost_team\"-folder: mex_mercenary.diesel mex_mercenary.xml mex_sf_heavy.diesel mex_sf_heavy.xml mex_sf_light.diesel mex_sf_light.xml
  11. you probably have a mistype error in one of the XMLs you edited. you *could* look through all of them for mistypes, forgotten <\units> or mere letters or anything, but believe me, its much easier to restore a backup and make the changes again.
  12. did you alter the correct character? my beasley looks like that: <xdefine name="beasley()"> <!--Customization units--> <unit name="teammate_beasley"/> <head_unit name="merc_head_01"/> <!-- Change --> <gear_unit name="acu_ghost_back_strap_beasley"/> <gear_unit name="gear_right_leg_holster"/> <gear_unit name="gear_hips_gear_04"/> <gear_unit name="gear_torso_gear_04"/> <gear_unit name="gear_dropleg_panel_right"/> <gear_unit name="gear_dropleg_panel_left"/> <gear_unit name="gea
  13. sry this is snowfellas mod, all i did was write some lines in some XMLs. even if i was allowed to give you the files, you couldn't do anything with it, since the XMLs are customized for my GRAW2 with the mods i added. you can do it yourself, download snowfellas great GRAW1 M4 mod, his even greater Masada mod and start messing around with the XMLs (make sure you make backups!!!).
  14. i added snowfella's PEQ to my personal graw2. the red dot is, and i hope this isn't taken the wrong way, useless, but the model itself really adds to the looks, even if it doesn't properly fit on every weapon. makes the ghosts seem so much more "profeshnuh". personally i wouldn't mind more "useless" gadgets, let's just say we use it as alternative to the front grip with increased stability.
  15. damn first the eotech and now the M1014, not to mention the SIG! if only there were some new SP missions to use them in. will the commando be primary or backup weapon? if custom shotgun animations aren't possible (and we all know they aren't), then i can live with that, the game is in dire need of a shotgun. buckshot would be a difficult matter, maybe you can mess with the burst fire values or something?
  16. data/units/beings Try the search function in windows. It's a great and "free" mod tool. and if it isn't there, you'll probably have to extract it first via the bundlereader
  17. Aaaaaaaaaaaah!AAAAAAAAAAAAH! Eotech for the M4!!! If you'll manage to make one for all the other default weapons too it'll be hard for me to find words of praise without homosexual connotation!
  18. as far as i can see, he did at least some re-texturing, but no modeling (yet). he provides all the information you need here http://www.ghostrecon.net/forums/index.php...47786&st=15. can't wait for Brettzies custom version nonetheless!
  19. they look great so far. i didn't like the crye suits in GRAW1 and used the marine model, but i found it too complicated to change in GRAW2. i always envied the console players for their MP models. this way the ghosts don't look like a bunch of storm troopers against an orc horde.
  20. the mercs aren't teamcolorable indeed, but my problem is: the mexican SF's vest stays dark green too, they are of lighter color in the campaign. yes, those are much more appropriate. though i wasn't able to add any of your attachments, i used the same command the mercs have, but it doesn't seem to have any effect.
  21. thanks A LOT! after nearly getting lost in the endless text deserts of graws XMLs i finally managed to switch the player models in the u_teammates.xml, but it was still one body for all ghosts. thanks to you i can finally customize my team! One question remains though: how do you color the vest? there's a list with tintable gear, would i have to change something there? i have my camo everywhere i want, just the vest stays in a dark green.
  22. after playing i dont know how many hours GRAW1 and 2 i cant see those crye suits any longer, i'd like to change the ghost models too. i was able to switch the tangos' models through simple xml editing, but the ghosts with their many gizmos are a whole different story. i dont even want interchangeable parts, the Tangos' heads are fixed to their body models, which looks really funny when you try to mix different bodies. i hope there still is some experienced modder interested in GRAW2 who would be so kind to write a FAQ about that issue. edit: ok now i managed to give my teammates individual
  23. we can't make new animations, but maybe it works if you switch the animations with those of the M8, they don't look very different. the only important things that need to be aligned are the sights and the GL, the rest can be disregarded to a certain degree. but it's a poohload of work i tell you.
  24. i just received a kind PM, notifying me that ghostaholic.net has a working M240 using the SCAR animations. works fine so far. animations look a little funny, but at least now its usable. i think we need to get used to the engine restrictions. even if, someday, it is possible to include custom animations (didn't happen with GRAW1, why should it with GRAW2?), they'd probably require too much work for any freetime modder.
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