EricJ Posted April 21, 2007 Share Posted April 21, 2007 That's good I don't play MP anyways, looking good Quote Link to comment Share on other sites More sharing options...
jaedrian Posted April 21, 2007 Share Posted April 21, 2007 (edited) I just want to say thank you for all the hard work you are doing. Your weapons are the only reason I started playing again. I hope that the community continues to support you. There was another quality modder that was alienated by immature posters and he stopped working on his mods. I hope the same doesn't happen to you. Thank you again. BTW, I really love the introduction movies you make, those really set your mod out to be topnotch. Edited April 21, 2007 by jaedrian Quote Link to comment Share on other sites More sharing options...
scope Posted April 21, 2007 Share Posted April 21, 2007 OMG this is amazing, all the other sniper rifle projects seem to have fallen through its great to see one actually reach release. Thanks for this fantastic mod buddy! Where can I DL it? Is it on the DL page? Quote Link to comment Share on other sites More sharing options...
bat21 Posted April 21, 2007 Share Posted April 21, 2007 You will have it in your hands VERY soon grasshopper. And you will love it. Quote Link to comment Share on other sites More sharing options...
Brettzies Posted April 21, 2007 Author Share Posted April 21, 2007 It's ready. See first post for links. Thanks to Bat21 and crew for testing it out on his servers! Quote Link to comment Share on other sites More sharing options...
bat21 Posted April 22, 2007 Share Posted April 22, 2007 Good things to those who wait, Enjoy this MOD fellas and Ladies. I have. Quote Link to comment Share on other sites More sharing options...
bat21 Posted April 22, 2007 Share Posted April 22, 2007 Your MOD is going over real well. One complaint I am getting is the hit damage on the MK12 is taking 2 to 3 shots to take down AI. How do we increase that? I tried the damage setting and it made no difference. Quote Link to comment Share on other sites More sharing options...
Brettzies Posted April 22, 2007 Author Share Posted April 22, 2007 (edited) Interesting. I thought 6 was pretty high, ai goes down even if shoot them in the feet. Maybe they are beefed up on certain maps? You can change it in the u_bp_mk12v1.xml. The barrett is set for 10. Maybe there is something else that effects this, but try that if you think it's too low. To be honest, I'm not sure if this weapon does that much more damage then an M16. I thought it was just more accurate and scoped, maybe a little more damage because of the barrel. <!-- Moddable stats --> <var name="damage" value="6"/> <!-- weapon damage + mods affect this --> Oops, looks like you tried that. BTW, the weapon_data.xml damage setting does't do anything. It's just there for the bar stats. You have to do it in the u_bp_mk12v1.xml, I'd do it in both places just to be safe. Edited April 22, 2007 by Brettzies Quote Link to comment Share on other sites More sharing options...
Evilducky Posted April 22, 2007 Share Posted April 22, 2007 YEY! cant wait to test this out you are a god brettzies. You need to get online sometime so we can go play some games together. Quote Link to comment Share on other sites More sharing options...
bat21 Posted April 22, 2007 Share Posted April 22, 2007 Tried it, Turns out it was the AI that was used on the map. It was the heavy commando Mex. Next map setting it to 8, they fell like leaves. Quote Link to comment Share on other sites More sharing options...
jaedrian Posted April 22, 2007 Share Posted April 22, 2007 Wow, this is a wonderful new weapon you added. For the maps i've played, I've had no problem taking people out with one hit, other than my poor aiming<grin>. Outstanding work, thank you to everyone involved in putting this out. I'm sure you need a break from all the work in this one, but I am anxious to see what else you have plans for. Thank you and good luck. Quote Link to comment Share on other sites More sharing options...
Evilducky Posted April 22, 2007 Share Posted April 22, 2007 I just tried it and its my new favorite weapon using the M16 and this together is one deadly force Thank you soo much for this mod mate. Huge props for you. Quote Link to comment Share on other sites More sharing options...
Brettzies Posted April 22, 2007 Author Share Posted April 22, 2007 I'm glad you guys are enjoying it. I just wish I could have done these last summer/fall. Oh well, we'll see how Graw2 PC goes. Quote Link to comment Share on other sites More sharing options...
GRIN_Wolfsong Posted April 22, 2007 Share Posted April 22, 2007 I'm glad you guys are enjoying it. I just wish I could have done these last summer/fall. Oh well, we'll see how Graw2 PC goes. At least you know the HK416 is in GRAW2 now, so some of the animations should work right out of the box for your weapons. But it looks like you've got the animation part down now so it shouldn't be a problem for GRAW2 either. Quote Link to comment Share on other sites More sharing options...
Brettzies Posted April 22, 2007 Author Share Posted April 22, 2007 At least you know the HK416 is in GRAW2 now, so some of the animations should work right out of the box for your weapons. But it looks like you've got the animation part down now so it shouldn't be a problem for GRAW2 either. I assume these would go into GRAW2 as is without issue aside from mod_id #s and weapon_id #s depending on how much the game has changed. Using the HK416 anim sets would allow for lowering the ACOG and custom aimpoint, which would be nice. Even the SPR scope is slightly high. Ironsights would not line up since they are using an mp5 style ironsight. Maybe the flip up sight would work, that might be cool. We'll find out soon enough. HK416 is a nice weapon by itself though. Quote Link to comment Share on other sites More sharing options...
Keen Posted April 22, 2007 Share Posted April 22, 2007 (edited) Thank you very much! Edit: ...pretty impressive. Edited April 22, 2007 by Keen Quote Link to comment Share on other sites More sharing options...
GRIN_Wolfsong Posted April 22, 2007 Share Posted April 22, 2007 Ironsights would not line up since they are using an mp5 style ironsight. Maybe the flip up sight would work, that might be cool. Yes, the HK416 uses the standard HK ironsights. I don't think they are that different in hight then most other ironsights for the M16/4 families. The difference could probably be tweaked in the model by adjusting the scales a little as such small adjustments to reality isn't noticeable in-game. Quote Link to comment Share on other sites More sharing options...
EricJ Posted April 22, 2007 Share Posted April 22, 2007 I took the SPR through "Strong Point" and while sure okay, it doesn't have the hitting power of the Barrett.... it was actually great. I think I ended the mission alot quicker than normal with it, thanks! Quote Link to comment Share on other sites More sharing options...
Brettzies Posted April 22, 2007 Author Share Posted April 22, 2007 (edited) I took the SPR through "Strong Point" and while sure okay, it doesn't have the hitting power of the Barrett.... it was actually great. I think I ended the mission alot quicker than normal with it, thanks! I wonder if it should be a 6.8mm round? That's what it is in GR2, though, I got all of my info from here: Mk12 Info It's really difficult to determine what damage values weapons should had. I know people always want a sniper rifle that kills with one shot, but this is a light sniper rifle based on the 5.56 round, not a .50 cal or even a 7.62. I don't think it's going to be too much more powerful then an M16 if at all. Here are the damage values I went with, but anyone should feel free to change them to their liking: M4 - 2 M16 - 4 Mk12 - 6 Barrett - 10 (default game value) Edited April 22, 2007 by Brettzies Quote Link to comment Share on other sites More sharing options...
Arethusa Posted April 22, 2007 Share Posted April 22, 2007 I wonder if it should be a 6.8mm round? That's what it is in GR2, though, I got all of my info from here: Mk12 Info It's really difficult to determine what damage values weapons should had. I know people always want a sniper rifle that kills with one shot, but this is a light sniper rifle based on the 5.56 round, not a .50 cal or even a 7.62. I don't think it's going to be too much more powerful then an M16 if at all. Here are the damage values I went with, but anyone should feel free to change them to their liking: M4 - 2 M16 - 4 Mk12 - 6 Barrett - 10 (default game value) Those numbers are really excessive. The M16 shouldn't be doing the same damage as the SCAR H. It'd be a lot more realistic with the M4 at 2, the M16 and Mk12 at 3, and the SCAR H at 5. Even an Mk12 in 6.8mm SPC would really only be 4. By the way, is there any plan to change the M4 sounds? The M16 mostly sounds alright and the Mk12 sounds great, but the M4 sounds are really noisy (as in grain, not volume) and indistinct. Quote Link to comment Share on other sites More sharing options...
Commander Outcast Posted April 22, 2007 Share Posted April 22, 2007 Correction. THIS is the best sniper the game will ever see. Really. Im serious this time. At least until you make a better one. Quote Link to comment Share on other sites More sharing options...
EricJ Posted April 22, 2007 Share Posted April 22, 2007 Oh yeah, minor note Brettzies, you should be able to tactically reload with the SPR series (i.e. when you got a magazine almost empty, and you switch out for a fresh one, there's one round left in the chamber). A minor note but it's always nice to have one up the spout Quote Link to comment Share on other sites More sharing options...
Brettzies Posted April 23, 2007 Author Share Posted April 23, 2007 Oh yeah, minor note Brettzies, you should be able to tactically reload with the SPR series (i.e. when you got a magazine almost empty, and you switch out for a fresh one, there's one round left in the chamber). A minor note but it's always nice to have one up the spout I turned that off for all of the weapons because all of the animations look a little strange since they are the scar anims. I thought it just turned off the anim, didn't know it took the round out as well, but I'll check it out. In other words, when it is turned on, you can fire one round in the middle of reloading, but once you finish reloading, the character will pull the cocking thing back or whatever it's called to get the first round in. It just looks really strange with these weapons so I turned it off. Glad you are liking the weapon otherwise. Quote Link to comment Share on other sites More sharing options...
bullo Posted April 23, 2007 Share Posted April 23, 2007 Very nice, but the dots are big, that's OK???? http://img221.imageshack.us/my.php?image=m...rosshairst8.jpg Quote Link to comment Share on other sites More sharing options...
EricJ Posted April 23, 2007 Share Posted April 23, 2007 (edited) They are, but its probably where the texture is situated on the geometry of the scope.. Center of mass and I'm good to go... Actually it's the bolt release that is hit, not so much the charging handle. When M16 series weapons empty the mag completely, the bolt locks to the rear, and therefore you insert another mag, then slap the bolt release, automatically chambering a round. Edited April 23, 2007 by EricJ Quote Link to comment Share on other sites More sharing options...
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