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Posts posted by rahnman
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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
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Don't forget to do the hokey pokey and turn yourself around. That's what its all about .........
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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
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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 there are several). You didn't mention what type of optic you wanted on the MK14. You can have a sniper scope, aimpoint, ACOG, or eotech. Just let me know.
Rahn
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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
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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 aware of the problem and will check it out. I'm not sure there is much that I can do about it. Using a mule is a risky thing to do, especially if you have a shotgun. I tend to stay away from them and just pick up AI weapons if I need one. As far as the sniper scope is concerned, I could probably make it work but it is unlikely that it will be very accurate on the msg90 or m14. I might have to tweak the aiming node to make it work for these weapons, and then (of course), it wouldn't work well for the m99 (barrett). I think your stuck with the scopes as they are.
Rahn
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Bogie's "Bear" mission.
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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
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Lol,
I'll see what I can do.
Rahn
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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
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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 think it was well worth it. There are now no front grips in the mod. Again, sorry if you are a fan of the front grip.
Let me know what you think!!
Rahn
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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
Mk 14 Light Sniper Rifle
All the original weapons are still in the mod.
The hard part about modding for GRAW2 is not getting the guns in, however, it is getting all of the attachments in. Attachments are things like silencers, scopes, and GL's. Here's the frustrating part, in coop mode (and in multiplayer in general) you are only alloted 31 slots for these attachments. So getting the guns into the mod was the easy part, getting all the attachments in was an agonizing process of trying to pick and choose which ones to put in and which ones to leave out. In the end I decided to take out 2 tactical grips in order to make room for some weaponsights. I took out the Rx4 and M416 frontgrips. I don't think that too many people will mind when they see what they get in return. Here are the new attachments (not included in the stock weapons that came with the game):
Sig 552 Aimpoint, Eotech, ACOG (uses stock silencers)
Mk 18 Aimpoint, Eotech, ACOG, Silencer
Mk 14 Aimpoint, Eotech, ACOG, Leupold Sniper Scope (uses stock silencers)
MRC ACOG (very cool! BTW)
Rx4 ACOG
G36 ACOG
SCAR's ACOG, Shortdot Sniper Scope (Snow's version)
M416 ACOG, Shortdot Sniper Scope
M14 Aimpoint
Shotgun Aimpoint
SAW Aimpoint
All in all, not a bad trade!
All of these weapons and attachments are from the Brettzies/Snow's mods. Thanks to them for allowing me to use their work in this mod. Special thanks to Brettzie for continuing to answer my noob questions, lol.
DO NOT USE THIS MOD FOR "CAMPAIGN" MISSIONS! (yet, lol)
DO NOT RUN THIS MOD FOR ANY OF BOGIE'S NEWEST MISSIONS (yet).
Bogie's newest missions (Rat, Levantiamento, Harry Lee, Nitro, Bear, etc.) use a different set of templates, ones that I have not changed yet. You can still run the mod for these missions, but the weapons kits you get will be the same as the ones in the 2.0 version of this mod. I will change these templates at a later time (I only want to do it once, lol). Bogie's early missions should work fine as will all of John's missions.
PLEASE READ THE "READ ME" FILE FIRST!!
It has instructions on how to install the mod as well as some other important information.
Like before, I will be including specialized kits in the mod. A specialized kit is one which is put in by request. If there is a certain "dream" kit that you would like to have included, then just post what you want here in this forum and I will make sure it gets in the mod. I will also put your call sign above the kit so that you can find it more easily and as a way of saying "thank you" for testing the mod.
The download file is password protected. The password is the same as it was before. If you don't remember it then PM me and I will send it to you.
ENJOY! And let me know what you think.
TAW_Rahnman
Weaponhead
http://www.mediafire.com/?mznnj2zgm2j (changed to version 2.4)
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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 between them. So the bottom line is that changing to the coop_ranks.xml will have absolutely no effect on our mods.
Cheers,
Rahn
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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
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So does this mean it's ready for download?
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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
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CAN"T WAIT!!!
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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
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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
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Looking Good! Are you going to use the m4v2 optics and silencer?
Rahn
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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
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We have a european squad. PM either me or Zero and we will tell you who to contact. Also, Anthony is from the UK. Try PMing him and maybe you can hook up. I believe the "Ghost Soldiers Elite" is also a UK based squad.
TAW_Rahnman
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Hey Skel,
Zero forgot to mention that the TAW squad plays Monday and Thursday evenings at 10 EST. If you live in the America's then come and join us. If you are a European then we can set you up with a different TAW group over there. It would be best if you have a microphone/earphone headset as well. You can buy them at Wal-mart for about $20. Google "TeamSpeak 2" and download the free software. This is the program we use to talk to one another while we play. Log into our server and "talk" to us by texting first. To do that simply push the "t" key in game, then type in what you want to say. Something like "Hey guys, I've got Teamspeak 2 and need some help setting it up". Then we will talk you (OK, text you) through the process and get you on "coms" with us.
Playing TDM's is very difficult at first and not very many people will have mercy on you. You have to die many deaths before you get good enough to give more than you get.
Hope to see you soon
TAW_Rahnman



Rahnmans_coop_kits Revisited
in GR:AW 2 - Mod Beta Testing
Posted
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)