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Old 02-02-2010, 11:03 AM   #1 (permalink)
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Default TemplarGFX's Completely Awesome Entity Database!

TemplarGFX's
Completely Awesome
Entity Database!
2.2 *UDPATED*



Changes :
  • All Weapons Muzzle Velocities changed to real world values
  • All Weapons Rate Of Fire changed to real world values
  • All Weapons Maximum Effective Range set to real world values
  • All Weapons standing idle position lowered
  • All Weapons idle movement increased
  • All Weapons have recoil based of real footage
  • All non-zoom scoped/un-scoped weapons have zoom removed
  • All CQB Weapons aim position further away from screen
  • All Marksman Weapons aim position further away from screen
  • All Iron Sight Weapons aim position closer to screen
  • All ACOG Weapons aim position further away from screen
  • Soldier Health values per body part slightly reduced
  • Vehicle Mounted M132 Minigun Rate Of Fire set to real world value
  • Gunship Gatling Guns splash damage significantly reduced (for soldiers)
  • Type 95 AA tank Autocannons splash damage significantly reduced (for soldiers)
  • All weapons available in weapon crates
  • Weapon Crates named for easier identification
  • Pistol Weapons Rate Of Fire fixed

FIXES 2.1:
  • M16A4 burst Rate Of Fire increased as per footage of real weapon
  • "Ghosting" bug removed
  • M249 Aimed position slightly further away
  • MK48 Aimed position slightly further away
  • CQB weapons moved a little closer
  • Recoil reduced slightly to fit real world footage

FIXES 2.2:
  • QBZ95 Assault now has correct rpm
  • M16A4 Night Ops now has stealth sound effects (as it has a suppressor)
  • M4A1 Night Ops now has stealth sound effects (as it has a suppressor)
  • Type 81-1 Night Ops now has correct rpm/range
  • QBZ95 Night Ops now has correct rpm/range
  • Type 81-1 and QBZ95 Night Ops variants now in there own Crate
  • Doubled all max ranges as they felt too short

ADDITIONS 2.2:
  • Mk16 CQB (STEALTH) now available in Medium Rifle Variants Crate
  • Emplaced .50 Cal MG (Short Mount) has been activated for use in the editor
  • Emplaced QJC88 12.7mm MG (Short Mount) has been activated for use in the editor
  • Emplaced Mk19 40mm GL (Short Mount) has been activated for use in the editor
  • Emplaced LG3 40mm GL (Short Mount) has been activated for use in the editor
  • Chinese Military Bar Gate Prop has been activated for use in the editor
  • Russian Military Bar Gate Prop has been activated for use in the editor
  • US Military Bar Gate Prop has been activated for use in the editor









Usage :

Copy the EntityDatabase.xml from the zip file into the following folder
%Install Folder%\Mission Editor\Database\
*BACK UP YOUR ORIGINAL*



Now, when you use the mission editor to test/export missions, all of the above changes will automatically be applied to the mission you are testing/exporting!


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Templar's Completely Awesome Entity Database
Real Muzzle Velocity, Rate Of Fire, Effective Range, Recoil. Better Aimed Position. No zooming on iron sights!

Last edited by TemplarGFX; 24-02-2010 at 06:09 AM.
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Old 02-02-2010, 11:22 AM   #2 (permalink)
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Hey Templar, thank you for this. I have just tried the new EntityDatabase and there's a bug: when in aiming mode there's a glitch when you fire a weapon (I tried m4 stealth and mp5), i.e. an odd frame that is misaligned and causes a momentary ghosting effect. I am not sure if I have explained it properly but I hope you'll know what I mean.
Otherwise, great improvements!
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Old 02-02-2010, 11:48 AM   #3 (permalink)
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Nice work, man.
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Old 02-02-2010, 11:49 AM   #4 (permalink)
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I know exactly what you mean, and its actually there all the time, I dont know whats causing it. you only notice it when your focusing on the weapon, rather than what your shooting at. If I can work out how to get rid of it I will
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Island War 2.0 - Fight Along side the USMC as they take over Skira
The ENTIRE Island is at your feet! Your objective is to capture all of Skira. IN ONE MISSION
----------------------------------------
Templar's Completely Awesome Entity Database
Real Muzzle Velocity, Rate Of Fire, Effective Range, Recoil. Better Aimed Position. No zooming on iron sights!
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Old 02-02-2010, 12:06 PM   #5 (permalink)
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I noticed how the weapons effective range is a lot better now. One thing that annoys me slightly still though is the randomness of bullet hit point. It's only slight but there's times when you'll aim up a shot from 100m away and fire and it'll hit directly on target, and other times when you'll line up a shot, wait, fire at 100m away and the bullet will be about 1 meter off target (usually a drop, slightly off centre too)

I now it's probably there to simulate combat and such, but no matter how much time you spend lining up the shot it can miss completely. but as I said it doesn't always happen and not sure if it's actually fixable.
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Old 02-02-2010, 12:19 PM   #6 (permalink)
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Hey templar. Does this work with patch 2? And did you make somekind of mod so that the AI are more accurate, that also works with patch 2?
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Old 02-02-2010, 12:59 PM   #7 (permalink)
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When will free roam be switched to this db?
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Old 02-02-2010, 01:00 PM   #8 (permalink)
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Quote:
Originally Posted by TemplarGFX View Post
I know exactly what you mean, and its actually there all the time, I dont know whats causing it. you only notice it when your focusing on the weapon, rather than what your shooting at. If I can work out how to get rid of it I will
It seems to me the effect pops up always when you stop pulling the trigger. I haven't noticed it on m4a1 with acog so perhaps there's a clue there?
I really hope you can fix that Temlplar!
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Old 02-02-2010, 01:06 PM   #9 (permalink)
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Good job, Templar. In hip fire mode I prefer original weapon position, but tweaks of aiming mode are great.
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Old 02-02-2010, 01:17 PM   #10 (permalink)
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What if I create a mission using these ammo crates from this Database and share the mission with the world. Do the people who play it have to download this or does it come with the mission?
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