Home » MODDING HQ 1.13 » v1.13 Coding Talk » [IDEA] New Magazine System
Re: [IDEA] New Ammunition System[message #280649] Tue, 24 May 2011 22:16 Go to previous messageGo to previous message
Kazuya is currently offline Kazuya

 
Messages:208
Registered:January 2009
wil473
Careful there, you're making the same mistake I made originally. Current magazines are not attachments,

I'm not talking about the current system. I thought I made it clear, that I would actually treat magazines as attachments:
As I said previously: "two new attachment slots, one called "chamber" and the other one "magazine""

I know how magazines are currently handled and I think the system has major flaws.

wil473
and as per ChrisL, using the attachment infrastructure for a New Magazine System is not a good idea. See: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=268676#Post268676


ChrisL
I'm still not sure you could use a straight up attachment system for mags, though. Firstly, you don't want to add another OBJECT structure to a weapon when you don't really need one. Mags are effectively just storage devices so you can simply have the code transfer the rounds from the mag to the gun, then delete the mag during a load operation.


Treating Magazines as attachments provides several benefits. It allows for magazines with different capacities for the same gun and it allows you to store the capacity outside of the gun. The problem with the current system is, that you won't be able to do a tactical reload with a round remaining in the chamber. Destroying and creating the magazine, as it is done currently is the reason why we don't have the features that I mentioned and it will prohibit you from ever creating alternating ammunition in the same magazine, unless you create a magazine type for every variation. Magazines are more than just storage devices for ammunition. They can act as information container and they would allow to separate the ammocapacity from the gun.


wil473
Also, on reflection, a New Magazine System would increase items in items.xml as we would still need the old magazine items for that option to be retained.


I don't advocate keeping the old system.


DepressivesBrot
There's one problem with those nice calculations of how many items we could save:
Backwards compatibility. As I said, this feature is so OCD that we have to make it optional so that advantage only comes to bear when a mod abandons OMS in favor of NMS. For basic 1.13, we'll only increase the count.

But that means to keep an ineffective system for the sake of keeping it. Just take a look at the guns and ammunition that people requested in various threads. The reason why they aren't included in 1.13 is because the workload would explode. A weapon that requires a new calibre has no realistic chance to be included. The exponential growth with the current system leads to a dead end, where it is no longer feasible to add new weapons, ammunition or magazines. Think of it this way: We could have the freedom to add drum magazines for assault rifles. We could have the freedom to create a wide varity of magazine sizes and different ammunition types. Instead we have the freedom of making the guns feel like 1.12 and the freedom of being stuck in a dead end. 1.13 already compromises on the magazines and ammunition. The old system is the reason why the Glock 17 has a 15 round magazine instead of 17 round one. It's the reason, why the Browning has a 15 round magazine instead of a 13 round one. And it's the reason why we have so many loose-shotgun-rounds-magazine-items. Keeping the old system available has major drawbacks. It's a dead horse, so why keep it?

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