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Additional weapons not in list.
How do you change the weapon menu when editing a weapon?
yes pressing -1,-2,-3 changes the list but the Druganov and many other weapons dont appear. I have an afghan sniper that has a picture of a Druganov SVD,yet thats not the weapon. It's using a generic sniper rifle. How to I get additional weapons not on the list for the unit I'm editing? Thanks |
Re: Additional weapons not in list.
you will not get offered any weapons not in the army's 255 possible weapon slots. Each army has its own little weapon database of its own as you know - it is not global. Check the army in Mobhack - and search for "drag" in the weapons tab. If nothing such is there - it obviously cannot be made available.
However, scenarios keep their own internal list of weapons actually used, dereferenced to a new weapon index and original army ID. It's nasty and complex, but it does allow for the use of allied nations in a scenario. In which case - and I have never checked that out - you may be able to short-circuit it by buying allies who have the Dragunov available to them, then playing around with that. However - since the statistics are the same (It's not an anti-material rifle, just a generic sniper rifle) - all you will get for a lot of hacking about is a cute new weapon name for your sniper rifle armed unit. Cheers Andy |
Re: Additional weapons not in list.
I started to answer this yesterday and they shut the forum down just as I was sending so I didn't know if it posted or not. Here it is =============== The Mujahadeen sniper with the photo of the Dragunov SVD has a photo of a Dragunov SVD because the OOB designer decided that was a more "modern" photo to use than the stock bolt action sniper rifle. That's the only reason that photo is being used. The Dragunov isn't in the Mujahadeen OOB so the only way to find one is to change the nationality of the Mujahadeen to a nation that does have a Dragunov then swap the existing weapon for the Draganov then change the nationality back to Mujahadeen. OR simply leave it alone which is what I would do. Don't bother taking it from the Russian OOB because I've already removed that weapon from the Russian OOB and changed it to something else> Swapping weapons from one OOB to another for sceanrios with the editor is never a great idea anyway. Scenhack will pick it up as an "error". Don |
Re: Additional weapons not in list.
Thanks for the responses. Ok first of all,I made a mistake and it was actually a afghan sniper unit not a mujahadeen.
I was starting to work on a campaign were the player uses mujahadeen as there core force and fights various nations and forces in small scale battles along the way. I was reading here http://en.wikipedia.org/wiki/Afghan_National_Army that the current ANA force use the Druganov. So I was attempting to add the Druganov weapon to the afghan unit,since it allready had a picture of it. I understand why the OOB designer would use the picture. Anyways I figured the simplest solution would be to capture a Russian sniper for the Afghans to use. But the Russian OOB (I think every unit) has a bolt action sniper rifle photo. Only one sniper unit,a marksman,is actually using a Druganov. This is all in the current year 2008. So began the search to import the Druganov into the afghan unit. I dont realy want to get into using Mobhack as I would prefer that people could play the campaign using the stock OOB's. So from your answers I would gather that a thing like I am attempting to do are better left to the OOB creators. May I ask why you'd remove the Druganov? |
Re: Additional weapons not in list.
And you do know that modified units in the core will revert to their database template on the next fix/upgrade cycle of the campaign?. Modified units should therefore not be offered in the core of a User Campaign, but only used for non-core support units (AUX or FIXED AUX). Core units must be absolutely stock units of the core nation's force.
Why remove the Dragunov? - well, what is the point in having 2 sniper rifles that differ only in the name, in an OOB that is already at the maximum of weapons. The freed up slot is worth more than the "flavour" of a renamed sniper rifle as it can be used later for something worthwhile like another tank gun or ATGM. Cheers Andy |
Re: Additional weapons not in list.
The Russian weapons list was full but there were things in it that could be removed. The Draganov was one of them. It will be replaced by the OSV-96 Hvy Sniper rifle in the next OOB set and all the units that carried draganovs will have the generic sniper rifle so I would strongly suggest you just leave the unit the way it is now. The only reason the OSV is going in is becasue it's significantly different in calibre and range. I know there are folks who think we should include every sniper weapon ever used by every nation but we both consider that a useless waste of unit and weapon slots. Don |
Re: Additional weapons not in list.
I'll just go ahead and use the sniper unit as is. I didn't realize that there was a weapons limit for each OOB.
Thanks again. |
Problem Saving Smoke Bombs in scenerio.
I'm having this issue where I have some guerilla infantry squads (mujadeen) that won't save the smoke ammo. I set the smoke ammo amount using the first weapon slot button in the editor,yet when I test the scenerio,the units have zero smoke ammo. Anything I can do about that? |
Re: Problem Saving Smoke Bombs in scenerio.
Just tried that wit a rifle section, and it took the altered smoke number fine (5->3).
Make sure that it is "smoke ammo" you change, and not "smoke discharger shots". The latter is vehicle S/D. Also - some unit classes (chiefly inf/AT inf/AA) as I recall, do not get smoke allocated. The game code may automatically zero these classes on a reload from a saved file. Cheers Andy |
Re: Problem Saving Smoke Bombs in scenerio.
The guerilla infantry squad unit type must also not allow smoke ammo,they will not accept anything. No real problem as the player gets an 82mm mortar they can throw smoke around with.
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Placement of players core units in user campaigns
Is there a way to make the player start each campaign scenario like a regular scenario? Meaning that the player won't be able to deploy at all.
Guess not. http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Problem Saving Smoke Bombs in scenerio.
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Don |
Re: Additional weapons not in list.
if wvery weapon taht exists gets in the oobs, there'll be no place, and, generical weapons make it all easier, like there aren't hundreds of statistics about a weapon, this makes the game more fun(ok, but m14 LMG, m16a2 lmg, m16 lmg doesn't sounds so Generic(i thought the m14 was a rifle:D)), anyway, i think this can be edited in the oobs. ;)
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Yes I'm slacking in a big way on my campaign mainly because I'm to slow at making the maps. |
Re: Additional weapons not in list.
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Bob out |
Re: Additional weapons not in list.
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However, there was also a fully-automatic version (which AFAIK also came with a bipod). Every fire team was supposed to have three men with a semi-automatic rifle and one auto-rifleman with the fully automatic version. This was a direct follow up of the US marines late WWII fireteam organisation (which had 3 Garands and 1 BAR per fireteam). I have understood that when the M14 was replaced with M16 (which had full automatic capability) the same structure was still kept, so the auto-rifleman got a slightly different set-up (AFAIK bipod for his rifle and 30 round clips instead of 20 round clips), this is what the game M16 SAW in the game is supposed to present. Presumably the idea was that the auto-rifleman would provide suppressive automatic fire, with the rest of the fireteam using semi-automatic fire. Later the fully automatic M16 was replaced with a model with semi-automatic and three round burst capability, and the fireteam auto-rifleman got a fully automatic M249 SAW to give him some actual firepower. Griefbringer |
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