Jump to content
Ghost Recon.net Forums

rahnman

Beta Tester
  • Content Count

    426
  • Joined

  • Last visited

Everything posted by rahnman

  1. I looked into it but with no luck. The icon still does not show. There is just a grey box where the weapon should be. Originally, I just pasted your code into the weapons_icons xml. It references brettzies' file inside the "textures" filepath. I have this "wp_group_bp01" file (along with several others) pasted inside the "diffuse" folder already, so if this was all that was necessary, the icon should have shown up. For kicks, I changed the filepath to access the original game file "wp_group01" and it still didn't work. I get nothing but a grey box. Any other ideas? Rahn
  2. Um, what is this referring to and what website are you talking about? Rahn
  3. Alright, we have had good success with Alpha testing version 2.3 so here it is. Have fun and let me know what you think. Don't forget to test out the "reflex" sight. It is clearly marked on the kits it is in. Also, the mod now works in single player "campaign" mode. Thanks for testing. http://www.mediafire.com/?mznnj2zgm2j (changed to v2.4)
  4. Okay, I made the changes and the silenced glock will be available as an option in campaign play when version 3.0 comes out. Thanks for the info. Of course, when you select a supressed glock, the picture of the weapon does not show up on the left side of the weapons select screen. Still haven't figured that one out yet. Nevertheless, it's only cosmetic and the attachment works fine when you get in game. Rahn
  5. Don't forget to do the hokey pokey and turn yourself around. That's what its all about .........
  6. Well, now that I have read this post, I will make the change in my mod! Like Zero said, it will be in version 3.0 (provided I can get it to work, lol). Rahn
  7. Ron, I'll have v2.3 out soon. It has your first kit in it. It is "rifleman 5". We are currently alpha testing it on the TAW coop server. If all goes well I should be posting it here w/in a few days. Since v2.3 is done, you will have to wait for v2.4 before I can get the other kit in. I don't think it will be any problem to get the MK14 and SAW in the same kit. You can try the support 1 kit from v2.3 to see if you still want an optic on the SAW. Like I said, its not very accurate, but I cannot tweak it because then it would be off on all the other guns that it works well on (and
  8. Ron, You'll have to tell me want you want in your second kit though. There are already some kits with the mk14. Support 1 has the Saw with a red dot. Trouble is, the sight isn't configured for the saw so it isn't very accurate. Better to go with iron sights I think. Rahn
  9. Ron, If you want to have another kit put in the mod, I will be happy to do it for you. As for your server difficulties, when I release v2.3 I will include a bundle file for server admin's. We usually put this file in the mod's folder and use a "context-standalone.xml" to point to it. Works good for us but I have no idea if it will work for you. It's worth a try. Light, I'm glad you like the mod. Right now I am in the process of adding some more weapons and sights to it, so it is going to be much better (hopefully, lol). I'm sorry you are having troubles with the mule. I wasn't
  10. Ron, I can do the kit for you but not with the RPG. It is a primary weapon and I have not had any success getting it to be anything else. I can give you a Zeus, however, which is actually better because it will take out tanks and heli's. The rest of your kit is not a problem. As far as the reddot on the handgun, I would like to do that but I would need to add another attachment to the mod (reddot sight) and I don't have anymore available slots. Sorry about that. Rahn
  11. Ron, That's how it works. Just play with the mod a little and find what works for you. Then post what kit you would like to have and I will make sure it gets in for you. Have fun! Rahn
  12. And the answer is.................................... YES!!!!!!! I must admit I'm getting excited about this sight. It's my new most favoritest! Rahn
  13. SOMEBODY STOP ME!!! Okay, I've found this way cool sight in Snow's mod. It's called the "reflex" sight and I got it to work on the mp5, SCAR's, M416, and G36's. Here it is on the mp5. SnowFella had the triangle as the the reticle on this one, but since I cannot stand that stupid triangle (as you already know), I changed it to the eotech reticle. I like how the sight doesn't take up the whole screen, giving you greater visibility. I think this is definitely a keeper and will be in the next version. I had to take out the SCAR front grip in order to get this sight in, but I
  14. Hey Guys and Gals, Welcome to version 2.2 (for the time being, lol) Now that I have had a break from modding I have decided to complete my original vision for the mod by adding some weapons. It was always my intention to have the sig552 and Mk18 in the original mod in order to have a greater variety of secondary weapons, so I have included them in this version. But I couldn't stop there so I included the Mk23 handgun and the (WAY cool) Mk14 Light Sniper Rifle. So here are the new weapons: Sig 552 (primary and secondary) Mk 18 (primary and secondary) Mk 23 Handgun
  15. John, Changing from the quarry ranks to the regular coop ranks really only leaves out 1 kit - Demolitions 13, which has an rpg. Other than that both sets of templates are exactly the same. So if you don't want players to have an rpg, set your pointer to coop_ranks instead. I believe this was done with the "retrieve" mission so that players would have to set c4 on the tanks. As far as our mods are concerned, both Brettzie and I have modded these files in order to have more weapons kits available for the players. Both files contain exactly the same information so there is no difference be
  16. BTW, This map/mission is really something special! I had a lot of fun doing the alpha testing. Great job so far John! This mission really raised the bar as far as its versatility is concerned. Good luck finding the snipers too! Rahn
  17. So does this mean it's ready for download?
  18. To do this you just go into the file that Brettzie mentioned, look under "non-iron sights first person" (I don't think you need to mess with the 3rd person settings) and adjust the "fov_zoomed" setting for the scope in question. Make sure to save your changes. Rahn
  19. Bossman, It is really pretty easy to adjust the scope zoom settings. Do you have the bundled version of Brettzie's mod or the unbundled version? If you have the unbundled version (which operates through the "local" folder), then I can tell you which file to manipulate. If you have the bundled version then I will have to send you a file (unless you have the ability to unbundle it). Rahn
  20. In order for us to help you, you have to explain exactly what you are doing. What type of mods are you talking about? Weapons mods? Mission mods? Which mod is it exactly? What method did you use to install them? What type of server are you running on, one of the servers on gamespy or a server that you create yourself on gamespy? What type of error message do you receive and what does it say? Things like that. All the mods on this website are compatible with the game, so if you give us the right information we can help you sort it out. Rahn
  21. Looking Good! Are you going to use the m4v2 optics and silencer? Rahn
  22. WOW! This looks great! I'm glad you've caught the bug once again!! I'm with Zero on the digital camo (like the rx4), it's my favorite skin. Sooooo, are you giving lessons?! Rahn
×
×
  • Create New...