Hired Guns Reinforced
RE: Hired Guns Reinforced
Great work Reinforce!
I find the game too easy and are currently playing in veteran mode but it doesn't present any real challenge. I´m looking forward to the mercenary release of this mod.
Keep up the good work
I find the game too easy and are currently playing in veteran mode but it doesn't present any real challenge. I´m looking forward to the mercenary release of this mod.
Keep up the good work
RE: Hired Guns Reinforced
Next update should be out I'm hopeing by next week and I'll have the weapons added into the other modes. Few changes to the modes as well, But I'll save that for latter. As of right now I'm working on getting the rest of the weapons into the game. Not sure why no one uses handguns but you never know. And anyways I like them, Handy when I'm badly wounded. And afew new vests and helmets as well and finishing up some text changes in game to give more info to the player. I'm not sure about the ability to add totaly new weapons, I know how to do it the problem I have with this is file size. The Image files for the shop and such might push me over the 1000k limit these fourms have... and I _hate_ 3rd party file share sites. I'll see though I might be able to get away with spamming over 2+ zip files. But that's down the road as I have yet to get my hands on photoshop. Should be next week when I get that.
Big thing for next update imo will be the removal of the Hollow point ammo, Not sure I'll get many protests about that. I plan on changeing it all over to Full metal jacks with a 50/50 ability to punch armor and give the weapons normal damage. This will also be the new standard issue for the Hostiles as I hate the fact everyone and there brother uses Armor Piercing ammo. I will however leave the AP ammo on snipers just to keep them deadly and I may leave it on officers and the likes but Joe average is getting normal bullets. I just hope it all goes well and I don't go insane trying to do this. I'd like to keep hollow points but as it stands I can't for the life of me add ammo calibers to the game. So the best I can do is take out the ammo type that from what I've seen no player ever uses and replace it with something useful. I will be leaveing the hollow points for HGs and SMGs though. The FMJ ammo will only be for Assault Rifle class.
I'm also going to finish up my changes to Newbie mode.. that I've been sneaking in and I don't think anyones noticed.
Anyways that's how things are guys. Hope you are all haveing a good time with the new guns and I suggest getting your hands on the V-94 "Vzlomscik" it makes for some good fun and you can down staw shacks with it. =D
Much Love,
Reinforce
Big thing for next update imo will be the removal of the Hollow point ammo, Not sure I'll get many protests about that. I plan on changeing it all over to Full metal jacks with a 50/50 ability to punch armor and give the weapons normal damage. This will also be the new standard issue for the Hostiles as I hate the fact everyone and there brother uses Armor Piercing ammo. I will however leave the AP ammo on snipers just to keep them deadly and I may leave it on officers and the likes but Joe average is getting normal bullets. I just hope it all goes well and I don't go insane trying to do this. I'd like to keep hollow points but as it stands I can't for the life of me add ammo calibers to the game. So the best I can do is take out the ammo type that from what I've seen no player ever uses and replace it with something useful. I will be leaveing the hollow points for HGs and SMGs though. The FMJ ammo will only be for Assault Rifle class.
I'm also going to finish up my changes to Newbie mode.. that I've been sneaking in and I don't think anyones noticed.
Anyways that's how things are guys. Hope you are all haveing a good time with the new guns and I suggest getting your hands on the V-94 "Vzlomscik" it makes for some good fun and you can down staw shacks with it. =D
Much Love,
Reinforce
RE: Hired Guns Reinforced
Figured I'd post to let you all know the good news. I managed to finaly get a new image file added into the game this afternoon. Sadly I haven't been able to reskin anything in game but I can change the shop/invantory icons and add new ones. Like my Rx4, It's alittle rough but Photoshops really not my strong point. Oddly though the image looks better on the battle map screen and shop screen then in the invantory. I also know the ingame model shouldn't be an XM-8 but it's all I had at the time. Rx4 would be closer to the G43 or something I'll figure it out later. :P

Anyways thought I'd let you all know you'll see some totaly new.. albit with the models in game that are already there given I have no clue how to do the modeling/skinning yet. Wish I did I so need a hot pink shirt. Anyways back to the Excel/photoshop salt mines with me.
Oh and you people waiting on the other modes. Funny story about that, I set myself up to do that today and well. The only change to the weapons files between easy and hard is 5 meter is taken off all the weapons ranges in hard everything else is the same. All the stuff that makes the mode hard are in the Ammo and Constants files. I'll still change it all over though just thought I'd get that out there becouse simply changeing a file name or two might be quicker then waiting for me to add the weapons in and take 5 meters off all there ranges.
Much love,
Reinforce

Anyways thought I'd let you all know you'll see some totaly new.. albit with the models in game that are already there given I have no clue how to do the modeling/skinning yet. Wish I did I so need a hot pink shirt. Anyways back to the Excel/photoshop salt mines with me.
Oh and you people waiting on the other modes. Funny story about that, I set myself up to do that today and well. The only change to the weapons files between easy and hard is 5 meter is taken off all the weapons ranges in hard everything else is the same. All the stuff that makes the mode hard are in the Ammo and Constants files. I'll still change it all over though just thought I'd get that out there becouse simply changeing a file name or two might be quicker then waiting for me to add the weapons in and take 5 meters off all there ranges.
Much love,
Reinforce
RE: Hired Guns Reinforced
First thanks for a great mod! Love all the guns there is in the game, seem more real that a merc corp can get xm8 than a small african contry.
And if you want weapon info try look here http://world.guns.ru/main-e.htm prolly most guns in the world is located there
And if you want weapon info try look here http://world.guns.ru/main-e.htm prolly most guns in the world is located there
RE: Hired Guns Reinforced
Ya I've been useing that site. But I get pop-up issues on it or it'll send me off randomly sometimes, It's kind of annoying. Good info though when it works fine.
Much love,
Reinforce
Much love,
Reinforce
-
- Posts: 14
- Joined: Thu Dec 11, 2008 8:41 am
RE: Hired Guns Reinforced
Nice work dude, gonna have it a try 

RE: Hired Guns Reinforced
Great mod! Good thing I'm not far into the game, so restarting to get the added weapons isn't a problem. 

RE: Hired Guns Reinforced
So I'm posting just to let you all know I have figured out finaly how to add totaly new Calibers to the game. That's right I got it, So I'll be able to add the odd size bullets I always wanted along with some new rounds for the RPG and 40mm... Mmmm 40mm Frags.
Sadly though this means I need to readd HP ammo to the game and then add a new caliber for FMJ... Piss me off thankfuly I kept a backup of all the files I _always_ have a backup. So I should have that all done tonigth longest part will be adding new Clip Icons for the new clips. Will more then likely just take the ones we got and remove the red/blue band on them. Anyways Back to the salt mines with me got 8 guns I wanna add and the ammo this afternoon. If all goes well I may be able to squeek out a new update by sunday night if not sooner depending on how many problems I run into.
Oh and one more thing I'm not a Dude. >_<
And your all very welcome I'm happy people are enjoying the mod.
Much Love,
Reinforce
Sadly though this means I need to readd HP ammo to the game and then add a new caliber for FMJ... Piss me off thankfuly I kept a backup of all the files I _always_ have a backup. So I should have that all done tonigth longest part will be adding new Clip Icons for the new clips. Will more then likely just take the ones we got and remove the red/blue band on them. Anyways Back to the salt mines with me got 8 guns I wanna add and the ammo this afternoon. If all goes well I may be able to squeek out a new update by sunday night if not sooner depending on how many problems I run into.
Oh and one more thing I'm not a Dude. >_<
And your all very welcome I'm happy people are enjoying the mod.
Much Love,
Reinforce
- Hard Sarge
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RE: Hired Guns Reinforced
hmmmm (great news) 40mm, should be Flare (not much use here) HE (would be frag) Concussion (Stun) and I believe a Beehive round (ohhh, a 40mm shutgun)
LOL, now if we can get the 40mm to be a Grenage instead of rifle round, we been cooking with gas
LOL, now if we can get the 40mm to be a Grenage instead of rifle round, we been cooking with gas

- Hard Sarge
- Posts: 22145
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RE: Hired Guns Reinforced
Oh and one more thing I'm not a Dude. >_<
from reading your posts, I kind of picked up on that
so I tried to be polite with my posts, so as not to insult anyone
nice to see Dudes and Dudessess enjoying the game
and really have been enjoying the mod, keep up the good work
from reading your posts, I kind of picked up on that

nice to see Dudes and Dudessess enjoying the game
and really have been enjoying the mod, keep up the good work

RE: Hired Guns Reinforced
I´ve gotten about halfway through your mod now, once again GREAT job! Am I just imagening things or is the AI better now? When playing veteran the enemy just rush your position but with your mod they guard certain positions and act better. Much more fun this way.
I have a small request if you don't mind. The FN F2000 should have an under-barrel launcher. Would it be possible to ad the 203b to it and make it use the 40mm instead of the missing ones? It would certainly make my day.
Cheerios
I have a small request if you don't mind. The FN F2000 should have an under-barrel launcher. Would it be possible to ad the 203b to it and make it use the 40mm instead of the missing ones? It would certainly make my day.
Cheerios
RE: Hired Guns Reinforced
Na I just made the AI and players better shots. Way it was you were all getting -ACC so now that it's been set to 1 everyones going by there skill level makeing the AI alittle better shots. Beyond that I haven't mucked about with the AI, haven't found there files yet or I would. 
As for the FN F2000 I have the files for one with a GL, alot of the weapons have a GL skins/models even the MP5SD... No I'm not kidding.
But I can't get the game to give a weapon dual ammo types yet. Oddly I can only set a weapon with 1 bullet type anything else and boom. It's strange too I have a field for a secondary ammo type but there's no place to put how many rounds you can put in there.. Makes me sad. But I'll keep messing with it, It'll eather work or blow up. I'm hopeing to get something hashed out but it might be hardcoded. I can however enable a GL on the weapon letting you toss one on that's super simple just alittle x in a field.
Woot 2 pages. =D
Much love,
Reinforce

As for the FN F2000 I have the files for one with a GL, alot of the weapons have a GL skins/models even the MP5SD... No I'm not kidding.

But I can't get the game to give a weapon dual ammo types yet. Oddly I can only set a weapon with 1 bullet type anything else and boom. It's strange too I have a field for a secondary ammo type but there's no place to put how many rounds you can put in there.. Makes me sad. But I'll keep messing with it, It'll eather work or blow up. I'm hopeing to get something hashed out but it might be hardcoded. I can however enable a GL on the weapon letting you toss one on that's super simple just alittle x in a field.
Woot 2 pages. =D
Much love,
Reinforce
RE: Hired Guns Reinforced
Just Alittle update. I've finaly gotten done adding in Full Metal Jackets as it's own ammo type, Was more of a pain then I though. Mostly becouse I forgot to tell the guns they could use it. Anyways all added in works pretty good too. I'll have to test it more though. However with this change I changed the HP and AP rounds to do more/less damage in the assault rifle class and higher of weapons not much 2 up or down. So AP ammo is 90% armor bypass and -2 damage. HPs are 10% armor bypass and +2 damage. Keep in mind the armor bypass is a random roll and there's a bunch of other junk to factor into it so you don't really bypass the armor 90% of the time. I have notices though with the FMJ ammo you seem to get a solid number more often. I was able to land 21 damage off a weapon that does 21 damage on torso hits afew times so that makes me happy. Not sure how I got that to work but still was pretty cool one of them warm fuzzy feeling kinda moments. Arm hits are like 8 though.. I'm starting to think arms take like 40% of the normal weapons damage and legs take 60-70% heads seem to be like 100-150% and torso is 100% then there's your 10% crit chance to do more/less based on the vitals you hit. Anyways ramble ramble.
I'm also mulling over 3 other weapon changes and I'd like some imput so PM me or drop a reply here.
First up is I'm thinking of lowering all the weapons ranges abit. This wont effect ACC any from what I've seen by testing this change, It'll just make combat alittle closer and will bring handguns and SMGs more into a can be used field beyond the first 2-3 maps. I'm trying to find a way to make all the weapons useful beyond everyone just going Assault rifle as soon as they pop up. I know this is well more realistic but that all depends given the small maps and such I don't see upping weapon ranges an ideal way to go given most weapons now with a 90-100 range can shoot half way across most of the maps. Anyways my idea was to shave off about 25% of the range of the ARs and better. Bringing them down to 60-80, It's a thought I don't plan on doing this without the support for it. This will however makes the game alittle more deadly as it'll bring you closer to hand grenade range.. but that works both ways and you won't need to run a merc into a kill zone to toss a nade.
Secondly I was thinking of steamlineing the weapons damage more. 9mm all do the same damage and so forth. I'd go by bullet size for each weapon, So the 7.62s would hit harder then the 5.56s trade off for that though is I'd up the weight abit of the 7.62 or lower the weight of the 5.56 so you could carry more/less. Way it is now you got some 5.56s doing 19 damage and others doing 21. Also alot of weapons are basicly the same but they do differant damage, dosn't seem right to me. Bullets a bullet imo should do the same damage reguardless of the gun fireing it.
Lastly I'm thinking of an AP change to the weapons. Way it is now a single shot costs 4-5 on most weapons and a 3 round burst is 10-11. Dosn't seem right so I was thinking of changeing it to something like single shot AP cost then add on 1 point per bullet for ARs and SMGs and 1 point per 2 bullets for LMGs and MGs. So a 3 round burst from an FN FNC would cost 9 down from 10. Also thinking of shaveing off 1-2 points off the AP cost to fire all the sniper rifles letting you put a better shot down range. Most of the time your not able to get your full AIM due to haveing to reaim at the target when prone and your basicly just wasteing bullets. Keep in mind I always fire a snipe rifle while prone and from the top of a hill.. I miss less that way.
Anyways something to think on. I'm going Skiing I hope to see some imput when I get back tonight.
Much Love,
Reinforce
I'm also mulling over 3 other weapon changes and I'd like some imput so PM me or drop a reply here.
First up is I'm thinking of lowering all the weapons ranges abit. This wont effect ACC any from what I've seen by testing this change, It'll just make combat alittle closer and will bring handguns and SMGs more into a can be used field beyond the first 2-3 maps. I'm trying to find a way to make all the weapons useful beyond everyone just going Assault rifle as soon as they pop up. I know this is well more realistic but that all depends given the small maps and such I don't see upping weapon ranges an ideal way to go given most weapons now with a 90-100 range can shoot half way across most of the maps. Anyways my idea was to shave off about 25% of the range of the ARs and better. Bringing them down to 60-80, It's a thought I don't plan on doing this without the support for it. This will however makes the game alittle more deadly as it'll bring you closer to hand grenade range.. but that works both ways and you won't need to run a merc into a kill zone to toss a nade.

Secondly I was thinking of steamlineing the weapons damage more. 9mm all do the same damage and so forth. I'd go by bullet size for each weapon, So the 7.62s would hit harder then the 5.56s trade off for that though is I'd up the weight abit of the 7.62 or lower the weight of the 5.56 so you could carry more/less. Way it is now you got some 5.56s doing 19 damage and others doing 21. Also alot of weapons are basicly the same but they do differant damage, dosn't seem right to me. Bullets a bullet imo should do the same damage reguardless of the gun fireing it.
Lastly I'm thinking of an AP change to the weapons. Way it is now a single shot costs 4-5 on most weapons and a 3 round burst is 10-11. Dosn't seem right so I was thinking of changeing it to something like single shot AP cost then add on 1 point per bullet for ARs and SMGs and 1 point per 2 bullets for LMGs and MGs. So a 3 round burst from an FN FNC would cost 9 down from 10. Also thinking of shaveing off 1-2 points off the AP cost to fire all the sniper rifles letting you put a better shot down range. Most of the time your not able to get your full AIM due to haveing to reaim at the target when prone and your basicly just wasteing bullets. Keep in mind I always fire a snipe rifle while prone and from the top of a hill.. I miss less that way.
Anyways something to think on. I'm going Skiing I hope to see some imput when I get back tonight.
Much Love,
Reinforce
RE: Hired Guns Reinforced
ORIGINAL: Reinforce
Beyond that I haven't mucked about with the AI, haven't found there files yet or I would.
Reinforce,
Look in the "ai" folder ... the TABLES.LUA .... has parameters for easy-normal-hard plus the bottom section seems to have an overall parameter for all the levels.
I found this last night ... cool stuff and looks to be easily changed and quite self-explanitory. One idea I had was to change the easy and normal levels to hard so it ONLY makes the ai harder but leaves the rest of the game on the current level.
Have a gander,
Rob
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RE: Hired Guns Reinforced
just to say
that 50 Cal. is sweet
it really is a nice, when you really need to reach out and touch somebody kind of thing
that 50 Cal. is sweet
it really is a nice, when you really need to reach out and touch somebody kind of thing


RE: Hired Guns Reinforced
[:D] Great Mods! I will wait for more. But I just begin news game, don't see any new weapon at shop yet. I will play more to see it.
RE: Hired Guns Reinforced
I was hopeing I could get it out tonight but the way things are going it'll be middle/end of the week. Not going to be adding in as many weapons and other toys as I had hoped due to the new ammo type takeing up aton of my time. Makeing Icons is a pain too and is a rather slow process. But I got about 20 made atm and only 6 of them added into the game so it's just the adding of all the files that are takeing the time.
I broke the AI too so I need to fix that befor I can put the mod up. I did however get the AI useing medkits in Newbie mode so that makes me happy. They're alittle smarter too in how they move, Trying to balance it so there's a nice curve in the challange of the differant modes. I view Newbie as the Default, The mode that everyone starts with and most people play. Merc and vet I plan on makeing alittle more hardcore. Mabye even makeing Vet a more realisitc style of mode with damage being far more deadly. But I'll be leaveing that out till I get newbie mode balanced to my likeing then I'll be moveing up modes. I will however work on getting the new items added into the other 2 modes I got them half added but I'm still adding weapons and bla. I'm only 1 women with 2 hands. *Crys*
I'm still mulling over the 3 changes to the weapons I outlined in post 33 that no one's gotten back on me on so I think I'm just going to go ahead with it. I've tested some of the changed I proposed and I kinda like it but it does slow combat down abit as your not droping huge numbers unless you hit something important. I've also noticed that the FMJ class of ammo that I've added seems to do much much more reliable damage then the HP and AP ammo. It dosn't seem to spike as much... it's odd and I'm not sure how it ended up doing that. It's not a bad thing though it just means your weapons are now a more reliable damage dealer.
Way the damage change would work and how I tested it is the 9mm ammo for instance in the 9x18 and 9x19 class all do 14 damage. The .45 cal ammo does 16 damage. The 5.56x45 does 19 damage. The 7.62x39 does 21 damage. The 7.62x51 does 22 damage. The weapon itself only effects your ability to hit weight addon's range bla bla. Damage itself would be based on the bullet caliber. Would make more sense then haveing a FN Five-seveN handgun doing 13 damage and the P90 doing 20.. it's the same bullet. The handgun and SMG should do the samage damage but there chances to hit, payload, burst fire and all that extra jazz comes from the weapon. This would also help to balance the russian and EU/US weapons better as the Russian weapons would hit harder on average but have more heft and the EU/US weapons would do less damage but be lighter.
Anyways I need to get back to working on this. I hope I get some responce to the damage changes. I got 3 more weapons I wanna add into the game and repairs to my poor broken AI and alittle crash bug to do followed by some play testing befor I'll be posting if everything goes well I hope to have a new update out tomorrow.
Oh and here's alittle tidbit. I'm not telling what it is bwhahaha. =D

Much Love,
Reinforce
I broke the AI too so I need to fix that befor I can put the mod up. I did however get the AI useing medkits in Newbie mode so that makes me happy. They're alittle smarter too in how they move, Trying to balance it so there's a nice curve in the challange of the differant modes. I view Newbie as the Default, The mode that everyone starts with and most people play. Merc and vet I plan on makeing alittle more hardcore. Mabye even makeing Vet a more realisitc style of mode with damage being far more deadly. But I'll be leaveing that out till I get newbie mode balanced to my likeing then I'll be moveing up modes. I will however work on getting the new items added into the other 2 modes I got them half added but I'm still adding weapons and bla. I'm only 1 women with 2 hands. *Crys*
I'm still mulling over the 3 changes to the weapons I outlined in post 33 that no one's gotten back on me on so I think I'm just going to go ahead with it. I've tested some of the changed I proposed and I kinda like it but it does slow combat down abit as your not droping huge numbers unless you hit something important. I've also noticed that the FMJ class of ammo that I've added seems to do much much more reliable damage then the HP and AP ammo. It dosn't seem to spike as much... it's odd and I'm not sure how it ended up doing that. It's not a bad thing though it just means your weapons are now a more reliable damage dealer.
Way the damage change would work and how I tested it is the 9mm ammo for instance in the 9x18 and 9x19 class all do 14 damage. The .45 cal ammo does 16 damage. The 5.56x45 does 19 damage. The 7.62x39 does 21 damage. The 7.62x51 does 22 damage. The weapon itself only effects your ability to hit weight addon's range bla bla. Damage itself would be based on the bullet caliber. Would make more sense then haveing a FN Five-seveN handgun doing 13 damage and the P90 doing 20.. it's the same bullet. The handgun and SMG should do the samage damage but there chances to hit, payload, burst fire and all that extra jazz comes from the weapon. This would also help to balance the russian and EU/US weapons better as the Russian weapons would hit harder on average but have more heft and the EU/US weapons would do less damage but be lighter.
Anyways I need to get back to working on this. I hope I get some responce to the damage changes. I got 3 more weapons I wanna add into the game and repairs to my poor broken AI and alittle crash bug to do followed by some play testing befor I'll be posting if everything goes well I hope to have a new update out tomorrow.
Oh and here's alittle tidbit. I'm not telling what it is bwhahaha. =D

Much Love,
Reinforce
RE: Hired Guns Reinforced
Given what else you've said in that post, that picture is now really confusing!!! It looks like a SCAR H S (standard barrel), and does damage to go with that look (7.62N/7.62 Soviet - yes, it can fire either given a little modification), but it's firing ammo like it's a SCAR L S (5.56) (even more confusing given that it's AP ammo, which you said is -2 damage!)
I should really give this mod a go, but I'm too busy making my own game at the moment!
Scautura
I should really give this mod a go, but I'm too busy making my own game at the moment!
Scautura
RE: Hired Guns Reinforced
Weapon damage changes haven't been done yet. So that's why it's 21, The Ap ammo in the ammo type is only there becouse this game displays the first acceptable ammo caliber in the table that the weapon accepts.
Much love,
Reinforce
Much love,
Reinforce
RE: Hired Guns Reinforced
SCAR L S then? Any other variants making their way in? As far as I can tell, the only visible difference (at that size at least) between the H and L is the magazine shapes, but that's just dependent on the mags, and then there's different barrels (CQC, S, and LB, for close, normal, and sniper variants). OK, so I'm a bit of a gun bunny, but I can still get things wrong.
Would that also mean that you can move ammo around such that FMJ/ball becomes "default" without blowing everything up?
Would that also mean that you can move ammo around such that FMJ/ball becomes "default" without blowing everything up?