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April 6th, 2008, 02:51 PM
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Captain
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Join Date: Sep 2002
Location: United States
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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
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April 7th, 2008, 05:02 AM
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National Security Advisor
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Join Date: Mar 2005
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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
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April 7th, 2008, 12:04 PM
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Shrapnel Fanatic
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Join Date: Mar 2005
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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
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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
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April 7th, 2008, 02:24 PM
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Captain
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Join Date: Sep 2002
Location: United States
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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?
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April 7th, 2008, 03:49 PM
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National Security Advisor
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Join Date: Mar 2005
Location: Dundee
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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
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April 7th, 2008, 04:21 PM
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Shrapnel Fanatic
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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
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April 7th, 2008, 06:06 PM
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Captain
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Join Date: Sep 2002
Location: United States
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Thanked 27 Times in 21 Posts
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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.
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April 12th, 2008, 04:16 PM
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Captain
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Join Date: Sep 2002
Location: United States
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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?
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April 12th, 2008, 06:22 PM
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National Security Advisor
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Join Date: Mar 2005
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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
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April 15th, 2008, 04:49 PM
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Captain
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Join Date: Sep 2002
Location: United States
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Thanked 27 Times in 21 Posts
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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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