Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New feature: Overheating Weapons
Re: Feature: Overheating Weapons[message #295282] Fri, 16 December 2011 11:23 Go to previous messageGo to previous message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
I had experimented with displaying under the 'General' tab, unfortunately there isn't enough space there, and i shy away from implementing a scrolling bar there.

But knightofni's idea is good. What I didn't like about the 'Advanced' tab at first were those icons for prone/crouching/standing, I'd rather have the ones for '0', '+/-' and '=' like in the General tab. But (idea): it should be possible just put in a new header line, I guess. Hmm. Not a bad idea. I guess I'll try it out. Good man.

BTW: how do you design these small symbols for UDB? I know they are read from .STIs, and I can actually see those with STIedit... but how do you add a symbol correctly? I tried it once, but the transparency was broken. Is there any guide or something?

Concerning integration into some other project: I'd be very happy to. However, I don't know if anyone else besides me has tested this yet.

The one thing I would really like to know is if there is any slowdown in lategame. Currently, all weapons in inventories are cooled down, this includes your mercs and any militia/enemies loaded. But also, all weapons in sectors (those that have been created - so those you can actually see in any sector) are cooled down too. This happens in HandleEndTacticalTurn - which is also called in real time (about every 5 seconds). So I basically check for every item if it is a gun ( and some other checks) and if it is, its temperature gets lowered. I don't know if this could be a problem (speedwise) in late game, when there are thousands of items (and hundreds of guns) lying around. If it is I might have to simplify that function.


But I built it so that once you disable the feature, it is completely deactivated (weapons neither gain or lose any temperature, nothing concerning temperature more gets displayed, and the jamming-code is back at 'classic' behaviour. I basically made a

if ( gGameSettings.fOptions[TOPTION_WEAPON_OVERHEATING] )
{
...
}


around all new code. In that case the only difference are to 'normal' behaviour are some new weapon stats, those 'if'-checks and a slightly longer OBJECTTYPE. So i don't think there should problem - after all, one can simply turn this off until I find a solution, should there be a problem.

I guess the very first step to integration, wether in AFS or any other mod, would be me checking this into an svn branch. Whom should I contact in this regard?

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