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Inf-info.xls

 
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Kueltag



Joined: 07 Jul 2008
Posts: 17
Location: Budapest, Hungary

PostPosted: 2008-07-19 13:50:55    Post subject: Inf-info.xls Reply with quote

Here's an Excel 11 file (that is Office 2003) that contains a lot of info about Infiltration, especially about weapons. The data are based on my measurements and tests, and should be very accurate.

Contents:
-Bulk for everything that is in the game
-Real life masses and mass per bulk unit for everything plus possibility to enter a further bulk value for each item so you can check how many kilos it would be that way per bulk unit (intended for the CustomBulk mutator)
-Weapon protrudings (how far the end of the weapon is when you hold it aimed, good info for indoors movement)
-Damage done against lvl3A, lvl2, khelm, body, head and monsters
-Kick-up and kick-up speed (=kickupof1shot * rateoffire)
-Maximum number of pieces you can take of certain items in a loadout
-Full names (class.item)
-Ultrafast CustomBulk mutator editor
-Names of items (weapons, attachments, ammo, equipment) in INF_Loadouts.ini and LoadoutManager.ini

All of the above for everything that is currently in the game.

Notes:
-This file was made entirely by me in Hungarian Office 2003, so if something's wrong, or I left something in my language, then do post here.
-If there are any factual errors, then do like above.
-I know there are tons of mutators, versions, and hell knows what out there, so some info might not work for your particular Inf. For example I use InfiltrationWeaponEnhancement, if you don't, some data might be incorrect for you. But again, post it here.
-Weights: I did my best to search for them, but there might be some errors (minor, though), there were of course contradictions on the net as well. As you will see in the notes, greyed background cells are almost certain data, while those with white backgrounds are estimates. I did not look up less important items' weight, like that of suppressors, or lasers. An * means normal size mag (20 rnd for the MicroUzi), ** means big mag (32).
-You might find certain items' bulk value strange, that's because I found no importance in the bulk value that the Inf loadout screen tells as it does nothing to you. The values that slow you down over 45 are measured and given in this file. So for example the suppressor's bulk for the Mk.23 is not 3, it's 1, M3S90's flashlight is not 1 but 0, and so on. I'm sure that there are no errors in the bulk chart, so if you found something strange, ask about it or about my way of measurement.
-The strength chart misses some data, those which were hard and somewhat pointless to measure.
-As for quantity limits, I measured if they can take 1000 of each ammo, or not, some could, some didn't, I guess 1000 will be enough, if you want to test (or you know it) what's the exact limit, post it here.
-The data refers to the "current" state of Inf, any new stuff or modification will be entered.
-Designed for 1024x768 or above.

v01.01 uploaded already with minor fixes.

v01.02 uploaded with full names, CustomBulk editor, readme, and many minor corrections.


Last edited by Kueltag on 2008-07-21 23:13:54; edited 1 time in total
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Stinkmarder
[JgKdo]


Joined: 21 Jan 2008
Posts: 221
Location: Germany

PostPosted: 2008-07-19 15:55:39    Post subject: Reply with quote

Wow, that's dedication. Well done.
Only thing I miss in that file are the class names. Would be handy to have them there since you need them for the INFCustomBulk config.

Btw. file works fine in Gnumeric.
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Kueltag



Joined: 07 Jul 2008
Posts: 17
Location: Budapest, Hungary

PostPosted: 2008-07-19 17:00:35    Post subject: Reply with quote

Stinkmarder wrote:
Only thing I miss in that file are the class names. Would be handy to have them there since you need them for the INFCustomBulk config.


Yes, in fact I wanted to add it to this version, but I was too lazy to translate the names of the attachments for over a 100 versions of the various weapons. There are a few more things my original file knows, maybe I'll add those as well later. Some of the major things would be horror to translate.
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Kueltag



Joined: 07 Jul 2008
Posts: 17
Location: Budapest, Hungary

PostPosted: 2008-07-19 20:56:22    Post subject: Reply with quote

I need the full names (without tipos please) of the following items or the way how can I find them out, 'cause so far I couldn't find them anywhere.

Night vision goggle
Level 2 AV
Kevlar helmet
Bonnie hat
Cap
Balaclava green
Balaclava black
Rag green
Rag black
RT tracers 1:3
RT tracers 1:5
RT tracers 1:7
RT red tracers
RT purple tracers
RT green tracers
RT blue tracers

Thanx for anyone
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Biene_Maja



Joined: 25 Jan 2008
Posts: 79
Location: Paderborn, Germany

PostPosted: 2008-07-20 11:21:55    Post subject: Reply with quote

I try to answer...
I think you have to activate the mutators. Start Inf, use the first tab "The mission" and there the last item "mutators"
But I don't know all mutators you need. Sorry. But the Weapon Pack is one of it.
You have to use the second tab "The mission" then "loadout". Make a new loadout and look under "equipment"...
Under this topic you can find:
Night vision system
ArmorVest - Level IIIa
ArmorVest - Level II
Boonie Hat
Cap
Rag (green)
Rag (black)
etc.
But I don't know the name for the mutator for the RT stuff...
Edit: RT = Real Target! I'm so blonde!
Tracers are also under equipment...
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Carpetsmoker



Joined: 22 Jan 2008
Posts: 380
Location: Eindhoven, Netherlands

PostPosted: 2008-07-20 11:35:06    Post subject: Reply with quote

He wants to know the class names.

The cap, kevlar, ect. Are in the INF_Equip package.
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Kueltag



Joined: 07 Jul 2008
Posts: 17
Location: Budapest, Hungary

PostPosted: 2008-07-20 14:56:57    Post subject: Reply with quote

I opened UnrealEd with this commandline:
UnrealEd.exe INI=Infiltration.ini USERINI=InfiltrationUser.ini
and I opened INF_Equip.u package, but I couldn't find the names anywhere. What did I do wrong?
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Psychomorph



Joined: 21 Jan 2008
Posts: 384
Location: Europe

PostPosted: 2008-07-20 22:56:50    Post subject: Reply with quote

INF_Equip.Skins.JINFe_eBalacBL1

INF_Equip.Skins.JINFe_eBalacGR1

INF_Equip.Skins.JINFe_eBoonie1

INF_Equip.Skins.JINFe_eCap1

INF_Equip.Skins.JINFe_eHelmet1

INF_Equip.Skins.JINFe_eRagBL1

INF_Equip.Skins.JINFe_eRagGR1

INF_Equip.Skins.JINFe_Vest_ODgreen

INF_Equip.Skins.JINFe_Vest_tan
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Kueltag



Joined: 07 Jul 2008
Posts: 17
Location: Budapest, Hungary

PostPosted: 2008-07-20 23:49:48    Post subject: Reply with quote

Psychomorph wrote:
INF_Equip.Skins.JINFe_Vest_ODgreen

INF_Equip.Skins.JINFe_Vest_tan


Are these the armor vests? Which is which?

Oh yes, the new version will automatically write the CustomBulk strings. You just select the items you want to change, give the new bulk value, and you then just copy-paste the generated text into Infiltration.ini. It cannot be done in a more simple way. It will have an error checking system, so if you did something wrong, it'll warn you.
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Kueltag



Joined: 07 Jul 2008
Posts: 17
Location: Budapest, Hungary

PostPosted: 2008-07-21 19:22:12    Post subject: Reply with quote

Okay, forget it, I found everything. Things will be like I said above in the next version.
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Carpetsmoker



Joined: 22 Jan 2008
Posts: 380
Location: Eindhoven, Netherlands

PostPosted: 2008-07-21 20:06:49    Post subject: Reply with quote

Those are the Textures Psy, not the class names ...
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