Home » MODDING HQ 1.13 » v1.13 Coding Talk » [IDEA] New Magazine System
Re: [IDEA] New Ammunition System[message #280645] Tue, 24 May 2011 21:05 Go to previous messageGo to previous message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Interface requirements do suggest attachment-like handling of NMS magazines. This is already the case for launcher grenades, they are generally not defined in attachments.xml, but use the same attachment slot system. Also, under NMS, the eject ammo button on the interface could eject loose rounds, while removal of that NMS magazine from its attachment slot unloads the magazine (along with the ammo it contains).

Concept:

Common improved loose ammo system - for both Old Magazine System(OMS) and NMS. This would be just the current ammunition/magazine item system as now, but with the money-like drawing of amount of rounds from ammo crates, from non-magazine weapons, and from NMS magazines. The unload ammo button in existing interface on non-magazine fed weapons, unloads one round at a time into loose ammo items. EDIT: clarification, the current weapon interface, coloured bullet with counter, would be used by all ammo bearing items: weapons under both NMS and OMS, as well as NMS magazines, this way no new interface work needed.

Basic NMS - when active, all magazine fed weapons get their capacity reduced to 1 round, this is the weapon's chamber. NMS magazines act as containers for additional rounds up to a max size EDIT: using the magazine size bonus as the capacity for NMS magazine items. NMS magazines can be reloaded from ammo box or loose rounds. Common loose rounds mechanism unloads round one at a time (so you can share ammo in an emergency?) hot key unloads whole magazines not in inventory into ammo crates. Loose round allows 1 additional round to be added to weapon with loaded magazine. If magazine is removed, and number of rounds equals or is less than magazine size, all rounds removed with magazine. If weapon is in +1 round state, removal of magazine is removal of full magazine, leaving one in chamber (do we want chance of accidental discharge and casualty mechanism?)

Advance NMS - some mechanism to queue up multiple ammotypes to be the next round fed into chamber.

EDIT: I think it was suggested that multiple legal NMS magazine items be stored like multiple default attachments in either items.xml or weapons.xml.

EDIT2: could get away with a Basic NMS implementation with only a few new things for the XML's (and plenty of headache in the code)
- A boolean for whether or not a old magazine item is also a loose ammo item (similar to how ammo crates are flagged right now in items.xml)
- A new ItemClass for NMS Magazines, as noted above capacity would just be the mag size bonus
- multiple legal NMS magazine tags in weapons.xml, just list the NMS magazine item indexes

[Updated on: Tue, 24 May 2011 21:33] by Moderator

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