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#651
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Here's a fix for the tac lights, and hopefully the OICW issue as well. I made this fix in a way so that you don't have to start a new game, just extract them to your game folder and continue your current game:
Blue Sun Mod 1.7 Fix 3 |
#652
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@R@S:
what a great support ![]() |
#653
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Yes, this guy is awesome.
r@s, what can we do to thank you ? Maybe to ask your boss to give you more holidays... ![]() BSM 1.7 works with the french version of the game. At least up to bootcamp... Don't worry, I won't ask support for it, but let you know if I come across funny things. Thanks for the next weapons upgrade preview. The Famas F1 looks nice, with its special straight magazine. But the trigger guard is wrong, it should be the "normal", rounded type, not the extended type the G2 has. The legs of the integral bipod should be visible along the body of the gun, or in the extended position. (They are removable, but there is no use removing them in the field as they are light and convenient.) And what about rifle grenades ? They are extensively used in Afghanistan. You'd had to give the Famas an internal GL, preventing rifle fire when loaded with a grenade. And of course, create a new kind of grenades. But a lot of other guns could also use rifle grenades, with or whitout an adapter. Keep on the good work! |
#654
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That upcoming list for 1.8 is FREAKING SWEET!
Finally SIG P226, Cheytac M200 (I hope it comes with a silencer!) and a proper textured SCAR-L (the current SCARs with half tan/half black are unreal, military issued are only completely Tan/Dark Earth color) What about the Mk18 Mod0 or M4 CQBR? Cant see it on the list:/ When can we expect ver. 1.8 to be out? A rough ETA would be cool ![]() |
#655
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I got doctor for my army base (Alberto Luiz, by killing that another doctor at night). Is it supposed to provide free healing (as I've read in Blue Sun FAQ)? Cause mine charges a lot of money for healing (exactly same amounts as other doctors).
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#656
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@ linhphap
I dont think there is a way to stop the rifle from firing bullets when using a rifle-grenade. We ve talked about this with R@S and the code is limiting. You ll have to restrain yourself from firing bullets when your rifle is armed with a grenade. @ninjaklan M4 CQBR is on the list. (For the other one i dont know - my contribution concerning the weapons is very very small.) 1.8 ETA = no sooner than end of June @weidox The new doctor system "fixes" what seem to be a cheat in vanilla. In vanilla you could just pay the doctor a small amount of money and have your merc health at 100% in a sec. In the new system you have to spend money as also time for your wounded mercs recovery. |
#657
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R@S you're amazing, thanks for the update! I didn't go back and check if it actually fixed the OICW issue I was having, since I just cheated for the launcher so I could complete it.
Quote:
Could you extend that and have an attachment that blocks using the aimed, snap, and hip shot modes, effectively blocking all shooting? I'm thinking something along the lines of having the rifle grenade be treated as a preloaded underbarrel launcher that uses the scope's "blocksaiming" code. So in order to fire you'd be adding an attachment, firing, then taking the attachment off to be able to fire again. The ideal way to do it would be to have a built in module that acts as a UGL and blocks firing only when loaded, but I don't know how you'd do that. Or just the self limited thing you said. Edit: can you make explosive bullets? If so you could create a one shot magazine for the gun using explosive bullets. So if I wanted to use a rifle grenade on my FAMAS I'd "reload" and take out the 5.56 magazine, put in my one round grenade magazine, then reload with the 5.56 magazine. You would not want the "grenade" to be another 5.56mm round, or you could just load them into any M16 and shoot off 30 of them. I know a gun can use two calibers, having played around with a Beretta that takes 15 rnd 9mm mags as well as the 20rnd SOCOM magazine (looked hilarious). I guess you couldn't control trajectory though, making it kinda pointless (or can you? I'm guessing no, but I haven't actually looked). Last edited by safoolfool; 04-29-2011 at 06:56 AM. |
#658
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So far I'm up to CGL 7.
My problems so far I've found; --When outside borders in Global map; a message sometimes appears saying "We have a chance to ambush 19 Bandits" I enter sector and there is never anyone there? --After using blood packs and blanks to pretend to shoot Barrea in Tanya's camp, going back to Artigo it says I killed him instead? --After shooting Tanya's man Gorrzo? In Sagrada and not lettting any of his men escape, Artigo says it was a Failed mission? --The mechanic in Blue Home Base camp doesn't upgrade any of the weapons on his list the only options that appear are Back, end conversation. Even if I have a DVD... I mean SVD in my hands. |
#659
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Dumb clarification, but are you seeking them out or just opening the tactical map, not seeing any dots, and leaving? You start off out of combat mode, and only enter combat once you get near them or start shooting. They won't show up on the minimap until you're close enough to see them, so you have to hunt them. Usually they're grouped at the entrances to the map. That said, there have been times were I haven't found any bandits, but that has rarely happened to me.
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#660
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After entering sector, there is No Yellow Circles? I look around sector anyways and still nobody there, like a ghost town or something. I see a couple of tumble weeds blow by thats about it.
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