Home » MODDING HQ 1.13 » v1.13 Coding Talk » [IDEA] New Magazine System
Re: [IDEA] New Ammunition System[message #313096] Sat, 15 December 2012 15:10 Go to previous messageGo to previous message
The_Bob is currently offline The_Bob

 
Messages:415
Registered:May 2009
Location: Behind you.
About chambers and loading integral mags with loose rounds - this could easily be fixed by making them just a special kind of NMS magazines, that are integral to the gun. Most likely handled as an attachment. I know, mentioned before, but I want to expand on the point.

This would allow for all the convenience of having a detachable NMS mag - for example storing loading order and being able to load it like any mag. Multi-barreled weapons and revolver-type weapons would simply have chambers with increased capacity. I guess you could switch out the "chamber" attachment on revolvers with removable drums.

A note on "loading order" - make each mag have one (based on last time it was filled, or some default) and allow players to "fill all mags" with one click or key press, and put "fill this mag" button/shortcut in an accessible place (eg. shift-rightClick on mag, on weapon for combat load; button in item details).

This way would also provide very tangible separation between changing mags and chambering rounds. You can attach a mag to an unloaded gun, but still need to spend APs to load a round into the chamber. Semi-auto and full-auto guns would need a self-loading tag added, so they can do that after every shot. Also, quick reloads (clicking with the reload icon) would automatically chamber a round, while swapping mags with a round in the chamber would be faster.

This gets a tiny bit complicated if you factor in the fact some guns lock the slide in retracted position on last shot, so chambering them instantly after shooting ought to be faster. Or that revolver cylinders are filled with spent casings that you have to scoop out manually if you just want to replace one or two rounds (rather than use the ejector). Or that pumping shotguns takes two movements, and in some cases you can choose to load a round via the ejection port directly into the chamber after the first one - for example in non-lethal scenarios, or load a frag-12 on other extreme.

This would be a nice opportunity to give low-power and cheap ammo a chance not to cycle some weapons (although it would probably require some power levels specified, gun-required and ammo-provided) and easily distinguish that from an actual jam. Another reason to use revolvers more often. Also, some silent weapons let you switch to fully manual action.

I'll have to agree with the ammo-magazine-caliber issue. While it is very visible in weapons stats that the ammo type dictates the "base" weapon parameters, the game is oblivious to that fact. This would require modders to redo every gun for every substitute caliber it can handle, so one moment you're holding a .357 Python, the other a .38 Python, based on the first round in the chamber (drum).

Displaying mag contents could probably be done by visualizing colored tape strips on mags (done via some ingame palette magic), solid color for one-type mags, split color to indicate mixed ammo seq. No way to indicate random mix of AP/HP/T/M/subsonic in a 200rd belt, but ought to work for most real-life applications. Just an idea, although this in itself would be a major undertaking.

I think modeling the chambering mechanics would be more tangible then actually being able to specify each magazine's contents. Then again, that alone could be dome with less effort, making the NMS seem like a lot of work for little gain. Also, even without all the UI and hassle of loading mags with specific rounds, just making mags objects that hold ammo would be a big improvement on its own.

In other words, in my opinion the order of importance would be:
1 - separate the chamber, internal mag and detachable ammo sources (loose rounds, mags, clips, belts, tubes etc.)
2 - make ammo containers items that can be refilled with some ammo type (might just be numbers, no mixing ammo types)
3 - make all ammo holders store references to ammo types instead of just the count of one ammo type.
4 - allow the player to specify the contents of ammo containers (chambers, int. mags, det. mags, belts etc.)
4.a - via xml templates (every 5th tracer, mix HP/AP, mix OO/Slug etc.)
4.b - via ammo loading UI

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