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Re: [IDEA] New Ammunition System[message #287585]
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Mon, 25 July 2011 19:13 ![Go to previous message Go to previous message](/theme/Bear_Classic_Brown/images/up.png)
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ctiberious |
![](/images/ranks/first_sergeant.png) |
Messages:605
Registered:March 2007 |
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Yes, you'll be able to specify which mags can fit into which weapons. So if the Minimi should be able to support a 10rnd, 30rnd, 42rnd, 100rnd and 200rnd "mag" option, you just tell the maglink.xml the "connect" those mags with that weapon.
Ammo caliber works the same way but you'll link ammo to both weapons and magazines via the ammolink.xml file. That way if a .357 magnum revolver is supposed to support .357mag and .38spc, it'll be able to simply by "connecting" both calibers to that weapon.
Yes, mixed loads with be available (in NMS-mode only). So tracer, hp, ap, and any others can all be put into the same mag in whatever order you want. The same goes for caliber assuming the mag is setup to support multiple calibers. In other words, if the .357 Desert Eagle can fire .357mag and .38spc (I don't know that it actually can, I'm just using this as an example) then you could setup the .357mag Magazine and the .357 Desert Eagle so that they both support .357 and .38 ammo. Then you could load both into the magazine at one time.
The code will verify that every round in a magazine is compatible with the weapon you're trying to load. So if you make the .357mag Magazine compatible with both .357mag and .38spc, but only make the .357 Desert Eagle compatible with .357mag, the code will not let you load a mag that contained both calibers. This is a failsafe so that I don't have to try and code something to deal with forced jams and such.
And yes, you'll be able to load rounds into the chamber which will, in essence, allow you to "overload" a weapon. However, to keep from having to create all sorts of new interfaces to handle loading a weapon, you will not be able to load directly to a chamber except under certain circumstances. For instance, you can load directly to the chamber of a clip fed weapon if the weapon has a chamber that can be loaded AND there is currently no magazine (empty or otherwise) in the weapon. The code handles the reload process based on the item you're reloading with (mag or "loose" ammo), the feed type of the weapon (external mag, bolt, tub, cylinder, etc) and how the weapon is currently loaded.
Unloading a weapon that has a chamber, however, will not automatically unload the chamber. For instance, if the weapon is mag fed and you eject the mag while there is a round in the chamber, the round in the chamber remains. You'll actually have to unload this type of weapon twice if you want to unload it completely.
I'm also coding it so that weapons loaded with a belt will not take as long to reload if there is part of the belt remaining. In those cases, you're assumed to be adding onto the end of the belt so the process shouldn't take as much time. Obviously, if you completely unload the weapon (i.e., remove the belt) and then install a new one, you have to spend all the normal APs. This will only apply if you're simply adding one belt to another.
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Re: [IDEA] New Ammunition System[message #303003]
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Sun, 08 April 2012 06:10 ![Go to previous message Go to previous message](/theme/Bear_Classic_Brown/images/up.png)
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TClaymore |
![](/images/ranks/private_1stclass.png) |
Messages:34
Registered:July 2011 |
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Not sure if this thing is still active, but if it is, I do have a question (admittedly one that might have already been answered, but if so, I missed it).
Namely, what would this add to the gameplay, other than another layer of micromanagement?
Now, I was wary of the overheating system, which I figured would be more make-work that would distract from the battle, but after understanding its effects on weapon balance, I saw its value and now I'm eagerly awaiting it. I still can't find a similar good thing about NMS, though. From my point of view right now, it just seems like all it would add is extra stuff you need to buy or find, more stuff you need to carry in more pockets, and more things you need to do in between fights without helping balance the weapons or make combat more fun in any significant fashion.
So, I'm sure the proponents of the system have their thoughts on why it's worth it, so I'd like to know what they are. Anyone?
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Private 1st Class
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Re: [IDEA] New Ammunition System[message #313075]
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Sat, 15 December 2012 01:21 ![Go to previous message Go to previous message](/theme/Bear_Classic_Brown/images/up.png)
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The_Bob |
![](/images/ranks/master_sergeant.png) |
Messages:415
Registered:May 2009 Location: Behind you. |
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IIRC there's just a lot of problems with this, on many levels.
1 - UI to support this feature. Probably most work with this one.
2 - New items to make this happen. Mags, bullets, clips, belt-links, speed-loaders, all of that.
3 - IIRC there's even a problem with JA2 calculating weight at 100g increments, which makes assigning weight to loose rounds hard
4 - Coding the core features might be the easiest part, but still is lot of work. Where there were numbers, now we get items.
5 - The additional complexity may bring about unforeseen issues, performance or gameplay -wise we may hit a wall.
Also, is ChrisL still around, or did he leave his work at his SVN branch? I asked about getting the latest version of the code but didn't hear back.
Anyway, I think if someone starts chipping away at either of these tasks, there's a chance this project will start moving again.
Personally, when I consider taking on this project, I feel intimidated by having to come up with all the above points. Designing a sensible UI can be as bad as having to code it, if someone make mock-ups it would make the task seem less overwhelming. Same with items, a clear write-up of how to divide them and how should they work in NMS would make it easier to start coding (making actual items/graphics comes later). Then there's also the weight issue - zero-weight rounds are not an option. This could be done with a hack of some sort (item_type = loose_rounds -> weight is per 10pcs, calculated differently), but still adds to the task.
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