-
Content Count
426 -
Joined
-
Last visited
Content Type
Profiles
Forums
Blogs
Calendar
Everything posted by rahnman
-
Hello All, I have been hard at it reworking all the kits and now have version 1.3 ready for testing. PLEASE READ THE "READ ME" FILE for information on how to uninstall previous versions and install this version. I have also updated it with specific info for this version. You can now use this mod for any of Bogie's latest missions. Don't forget to PM me with any kit combinations you may want in the mod. You do not have to be a beta tester to do this. If you like you can post them right here in this forum. http://www.mediafire.com/?3rhdidnzfwz (changed to v1.4) Happy Holid
-
John, We all camped out in the parking lot. We had our monster trucks arranged in a circle and the tailgate party was rolling. The barbecue sauce was flowing, the beverage mugs were brimming and bubbly (root beer, of course ). We were primed and ready for the show. We hit "X" and ............... fizzle. Not bad, but not nuclear. We wanted to feel the shockwave as we were thrown back into the nearest obstacle. We wanted to peel ourselves off of the walls, stagger around for a few seconds in bewilderment, come back to our senses and shout, "AWESOME!!!!!!". Is there a "mushroom clou
-
Bogie? I'm pretty sure you meant something else Doh!! ................ Ahem ................. BRETTZIE'S animations ........ . OK, I made a few minutes and put together the next version. It is the same as v1.1 with the addition of BRETTZIE'S new animations for the the SAW and Shotgun. I increased the accuracy of the SAW a little but I think I may crank it up a notch or 2 in the next release. Here are the kits you should try: 1) Sniper #6 2) Sniper #7 3) Rifleman #9 4) Support #1 Don't forget to try the secondary weapons on these kits as they are ju
-
YESSSSSSS!!!!!! I have just added Bogie's aimpoint animations for the SAW and Shotgun. They are working! I'll improve the accuracy of the SAW a little and have a new version out for testing w/in a day or two. This will conclude all the additions I was hoping to do and I will be able to start putting some kits together. Ciao, TAW_Rahnman
-
I just downloaded the files and put them in my mod........ To quote Anakin Skywalker......"It's working, IT'S WORKING!!!!!!" Simply AWESOME!!!! Thanks Brettzie!! Rahnman
-
Brettzie, Thanks for responding to my PM's. These will definitely be in my mod. I was running into a roadblock because I had no idea how to do the animations for the zoom in. Once I get these scopes in I'll be able to start working on the kits. BTW, I would love it if you would be able to throw me a bone every so often and explain the process of how to go about creating weapons/weaponsights and getting them in game. I've PM'ed just about everyone I can think of in order to keep people from getting irritated with me and you are the only one who can always give me definitive answers. Th
-
Alright, I now have version 1.1 ready for beta. Here are the changes: 1) Inclusion of Brettzie's M14_aimpoint sight. 2) Inclusion of SnowFella's ShortDot sight. 3) RX4 appears as a secondary weapon. 4) Shotgun appears as a secondary weapon. 5) Penetration power of Rx4 has been reduced from previous levels. 6) Shotgun secondary spread and #of pellets/shot has increased to give better accuracy at mid-range. All of these changes have been incorporated into 3 kits that I would like you to try: 1)Sniper #6 2)Sniper #7 3) Rifleman #9 These three kits will get you the essence of e
-
Davros, yeah I've got a little bit of the "bug". I guess I'd better enroll myself in MA (modders anonymous). Hopefully when I'm done with this mod I'll be done for a while. I would love to be able to learn how to do some real modding and make my own weapons, but I've got too many other priorities (for now, hehe). Thanks for the heads up on the mule supply vehicles Radiator, I'll make a special note in the "read me" file to warn players about that. Update: SnowFella has given me permission to use one of his scopes in the mod. I've got it working so it will be in the next version w
-
Hey John, We tested out the mission again last night and it played very well. We still had the issue with the roadblock at the end. Colander crashed and could not get past the 2 vans while the rest of us (who had not crashed) could. He was able to get past the vans once we reached the new spawn point. I still think that when you blow Zuus to kingdom come, that the explosion should be MASSIVE! We should be able to have a tailgate party in the parking lot and watch the mushroom cloud billow!! "Hey Zuus, HERE'S THIS!!!" Other than that the mission was great. I love this game!
-
Hi Davros!!! PM me for the password to the mod. I just thought I'd post an update so that everyone can know what progress I've been making. Be patient because I can only work on this about an hour a night and for a few minutes before I go to work in the morning. I've been able to make a primary weapon into a secondary weapon. With any luck I will be able to make the shotgun a secondary weapon (as I feel it should always have been) and include it with a good deal many more kits. This also means that I will be able to make some cool, weird (soccer) kits like 2 handguns (or 3) or 2 shot
-
John, I looked into it and I think there is. Here are the options: <var name="weapon_penetration_type" type="number" default="0"/> <!-- how a weapon penetrates; 0 = normal (0m), 1 = sniper (1m), 2 = rifle (variable with max_penetration) --> <var name="max_penetration" type="number" default="10"/> <!-- penetration value in cm for penetration_type=2 weapons --> <var name="penetration_chance" type="number" default="2"/> <!-- 1/x chance of penetration for penetration_type=2 weapons --> I entered the 1st line of code for the rx4 and set the
-
Which CO-OP Missions and Campaigns to play?
rahnman replied to MadMike's topic in GR:AW 2 (PC) - General Discussion
Hey MadMike, I think there must be misunderstanding as to what type of mission you are playing. "Pollux" is a multiplayer Ghost Recon coop type mission (multiplayer mode). It is not a campaign. Bogie has put several of these missions together to form 2 seperate campaigns. One is the "Sanchez" campaign and the other is the "Vitale" campaign. These campaign's each consist of about 10 of the multiplayer missions tied together with a story line (just like the original game). They are available for download on this site. Once downloaded, they will appear in your menu on the "LAN Campaign S -
Hey John, Thanks for the positive response. I hope it will be a hit with everyone. I'm also glad you liked the new reticle. I toyed with the idea of changing the color but, after trying many others, I think I like plain old red the best . I've also made the Rx4 weaponsight (with the eotech reticle) available on the other assault rifles as well, so give them a try. I set the Rx4 to have the same penetration power as the M99. I didn't realize that you could take out snipers through masonry like that. I usually use it to hit bots behind fences or machine gun turrets. I thing you'r
-
Hey All, I have posted a new weapons mod for regular weapons in the "weapons modding" forums. I am looking for some beta testers to try it out and give me some feedback. Check out the weapons modding forum for the download link and PM me for the password if you are interested. Thanks, Rahnman
-
Hey All, In the spirit of =EP Geez mod released a few years back, I have decided to put together a new mod for the coop weapons kits for regular weapons. In addition to having several new kits, there are also a few "tweaks" to the weapons/weaponsights which may be enjoyable. This mod will be usable for both your personal machine and on a dedicated server. If you plan to test it on a dedicated server, please PM me for an additional file not included in the download (see the "read me" file). After alpha testing it with my squad I am putting it up for beta testing here. If you are a "BET
-
Actually, I think they do have holographic sights for the SAW nowdays. Rahn
-
Greg, I'll be happy to help you. I'm working on a mod for that purpose right now, although it will take a few months before I will be ready to release it. I'll send you a Personal Message (PM). You can reply to it and give me you're email address. I will then send you a file with instructions on where to put it. Cheers, TAW_Rahnman
-
Bogie, Reddog and I were playing tonight on v1.6. You must have cranked up the armor a spot cause they were harder to take down than b4. We we about to ascend the stairs to get to the communications objective when we saw this dude fall from above and survive. I noticed you were able to get the choppers to come in at an angle to get their guns on us faster. I think that works much better. I was still able to take out the pilot though. Other than that everything went smoothly. Rahn (TAW_Rahnman)
-
Seiken05, I have gotten that kind of crash when I improperly edited the code in the xml file. Check your alterations and make sure that your code is correct. I didn't know that the aimpoint would work on the saw at all since the "saw" doesn't have any mods listed (sights, silencers, etc) in the "weapons_data.xml" folder. I'll give it a try and see if it works. Hope this helps, Rahn (TAW_Rahnman)
-
COLWcF, I noticed in your code that you used the "silencer_primary" twice in the same weapons kit. I don't think the game will allow you to do that and will ignore the second use of the same mod. Since the m8_compact was the second use of the "silencer_primary", it didn't appear in game. You will have to choose a different secondary weapon which uses a different silencer. I am curious also as to how you got the m8_compact to work with the Brettzies mod anyway since it was one of the weapons that he had to remove from multiplayer in order to make room for his own mods. I have been succe
-
Ares, We run the Brettzies mod on our server almost all the time. Viper from AGB showed me how to do it. We both use a dedicated server from "clanwarz.com". Here is what we do, although it seems like you have already tried this. 1) Upload the Brettzies mod bundle to the "mods" folder. 2) Upload a new "context_standalone.xml" which points to the mod bundle. 3) Rename the current "context_standalone.xml" to something else like "context_standalone_REAL.xml". 4) Give the xml that points to the modded bundle the name "context_standalone.xml" 5) Run the game. It was that easy for us.
-
Digger, Also, don't forget to rename the bundle filename for each subsequent version. Your link shows a new version but the actual .rar and .bundle files have the same name. This makes it much easier for us to verify that we have the most current version loaded. Rahn (TAW_Rahnman)
-
Hey Digger, Welcome, we'll give this one a try ASAP. Rahn (TAW_Rahnman)
-
Hey X, With regard to the M99. I was in contact with Brettzie about that very thing a little while ago. The problem had to do with the fact that he could only have 31 mods (sights, silencers, gl's etc) to the weapons when playing multiplayer. Ubisoft didn't exactly give him a good explanation why. As a result he had to pick and choose between his new ones and the ones that were necessary for the AI to have. Some of the weapons had to go because their mods had been removed. Among the weapons that were no longer available for multiplayer were the mrc, m8 and m8 compact, and M99 etc. Th
-
Hey Vipe, Oh no, we would never throw tomatoes. We prefer to lash with wet noodles. Of course we would have more noodles than anyone could possible carry. Rahn