QUOTE (hratgard)
Simpler issues first. At least simpler to explain for me ...

Barret - still can't seem to make called shots, even when going prone manually.
Then there must be a bug related to the stance parameter in the weapon data record. Target Body Parts works fine from prone using my MSG90s. Since the modded Barrett does 130% more damage than the unmodded ones, folks will just have to do without being to use it for called shots, because I'm going to retain the fire-from-prone-only restriction.
QUOTE (hratgard)
Then the dual issues.
This time around I loaded up my Ranger with two Browning knifes and two Wakizashis. Had a little, allthough totally unrelated, problem at first, cause the Ridicilans *grins* died of one hit ..

had to find something thougher.
Anyways. I still weren't able to notice any difference between going dual or single with the Wakizashi. So I swapped over to dual Knifes. And realized that I can't really tell the difference here either. The anymation just shows your guy hitting the mob once with his right hand, then having a "break"/prepearing for next attack/round. You never hit with the left hand. And the dmg output supports the animation/use of one hand. So either the Dualing knifes is just a minor speed post (which I can't really notice at least), or its bugged alltogether.
If you haven't done anything to the standar knifes, then there seems to be a bigger issue with dualing them than just your mod.
I have not modded the basic knife. (My changelog is complete and accurate.)
The odd thing is that the beta I last sent you is using the following code taken from the Desert Eagle:
CODE
anim_type STR "one-handed"
righthandhelper STR "parent_one-handed"
lefthandhelper STR "parent_leftgun"
versus the code for the knife, which is:
CODE
anim_type STR "noweapon"
righthandhelper STR "parent_bazooka"
lefthandhelper STR "parent_leftgun"
Since neither of the above snippets makes a difference, it means that it's the actual knife model that's bugged (since the DE works fine dual-wielded, from what people tell me):
CODE
model STR "tactical/models/weapons/humans/browning.txt"
iface_model STR "tactical/models/weapons/humans/browning.txt"
camera STR "tactical/configs/cameras/camera_knife.txt"
lights STR "tactical/configs/lights/na-itemlights.txt.txt"
skeleton STR "tactical/anims/no_skel.txt"
gloss_model STR "share/models/interface/opt/ufopedia/equip/controlbrowning.txt"
QUOTE (hratgard)
If you have edited them in some way, it might be wise to fire up UFO:AS without your mod, and try out the knifes then, and see if they are truely dualwielded then.
The reason I'm having other people test this is because I have no Rangers at all, much less a L2 Ranger.