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Messages - AntJam

Pages: [1] 2 3 ... 7
1
Discussion / Re: FuzzyScreen Overlay
« on: April 25, 2017, 12:36:48 pm »
I voted to keep it however if it was removed I wouldnt be too upset. I guess adding an option button in settings would be my preferred solution but appreciate this would require much more work.

2
Bugs in development version (2.6-dev) / Re: Break into debug mode?
« on: August 11, 2016, 12:34:48 pm »
I am a Windows user and with the latest 2.6 build and arent having these crashes so hopefully it is fixed

3
User modifications / Re: ajguns
« on: May 19, 2016, 01:23:19 pm »
Seems to work ok for me with 2.6 on windows.
Did you copy the ajguns folder into the mods folder ?
Make sure the ./ufo +set fs_gamedir ajguns doesnt have any "" around it in the shortcut .

A quick way to check if its working is to start a new campaign place your base and check the market the revolver should be for sale (under secondary weapons)

4
Artwork / Re: Need help for basics
« on: February 20, 2016, 12:35:39 pm »
The images are stored with the models. In the install folder open Base/0models.pk3 .

5
Windows / Re: Solution to building uforadiant on windows platform
« on: July 22, 2015, 12:34:10 pm »
Excellent job xray that worked a treat thanks

6
Discussion / Re: 2.6 dev reaction fire
« on: March 23, 2015, 07:34:23 pm »
Its in a similar place to 2.5 but that version had a big check box

7
Discussion / Re: 2.6 dev reaction fire
« on: March 23, 2015, 12:52:45 pm »
Click on the weapon to bring up the fire modes on the bottom left corner of eash mode box is a small icon click on the mode you want to use for reaction fire.

Left image its set to full auto. On the right to 5- shot burst

8
Feature Requests / Re: Key Shortcuts / ui
« on: March 16, 2015, 12:45:17 pm »
You can use the up/down cursor keys to change the map level . Left/right to rotate view
 There is a whole list of key shortcuts in the options as well

9
Moving from the 2.5 UI to 2.6 can be jarring took me a while to work out how to do things but I have to say I now much prefer 2.6. Going back to the old 2.5 UI (from 2.6) it looks chunky and clunky

10
User modifications / Re: how to apply a mod (Win 7)
« on: February 06, 2015, 12:40:19 pm »
Actually you need    ./ufo +set fs_gamedir yourmod

I use the shortcut method because you can easily switch between different mods by creating multiple shortcuts

11
User modifications / Re: Weapon Mod for 2.5 dev
« on: February 05, 2015, 12:45:46 pm »
Advanced laser requires standard laser weapons, Ortnok autopsy and alien armour to be researched
Plasma thrower requires advanced bloodspider autopsy, Electromagnetic rifle, plasma blaster and plasma grenade.

12
User modifications / Re: Assigning 1 Magazine to more guns
« on: January 31, 2015, 12:52:48 pm »
Be aware that there is a hard coded limit of max 4 weapons per magazine (and 4 magazines per weapon). If you go over the limit you'll get an error

13
User modifications / Re: Weapon Mod for 2.5 dev
« on: November 19, 2014, 11:52:44 pm »
Added the m45,scar and tr15. Had to also add 2 new mags for the scar and tr15 as there is a hard coded limit of 4 weapon types per magazine (or 4 magazine types per weapon).
This brings the total of included items to 7 which is the max number of items that can be added.
I believe that the limit was raised to 9 but I dont know when and what versions have this new max (or what version you are using) and the game will crash if its exceeded so for saftey sake I'm not including any more.

14
User modifications / Re: Weapon Mod for 2.5 dev
« on: November 18, 2014, 12:22:27 pm »
titoyo72 I've been super busy last 4 days also hit a slight snag but I already have that sorted...still be a few more days though sorry for the delay

15
User modifications / Re: Weapon Mod for 2.5 dev
« on: November 14, 2014, 01:13:13 pm »
Quote
if there would be special one granade ammo lighter and chepaer than 6 ammo packs for granade launcer. it would be more realistic since those granade launcers attached to raifles are one ammo granade launcers. it would be really nice if we would have that kind of weapon in game. but not as m4 but something else.
also would it be possible to use knife/bayonet on rifle? that plasma knife you can research later to be used on some sort of coil assault rifle of human origin? i know someone said we have enough weapons but coil assault rifle with coul granada launcehr could be very interesting weapon. someting like more accurate than assault rifle we have now, stronger but with lower fire rate.

At the moment the closest we can come to a bayonet is just to have a knife in the holster and to swap it into your off hand to use then replace in the holster (similar to what most people do with the medikit) to continue firing, a one handed, single shot grenade launcher could provide the same functionality with frag,smoke and plasma grenade ammo and of course it could be used as a standalone weapon not as satisfying as an integrated solution but certainly easily doable.

Coil assault gun sounds good maybe with 2 round burst fire mode

Since the fire modes are definined by the ammunition the only realistic way to get radically different fire modes is on energy based weapons as seen in the plasma blaster that has ball and burst modes (or my own plasma thrower in this mod). Of course you can have a grenade mode on a standard rifle mag but using 10 bullets to fire 1 grenade just doesnt feel right.
 

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