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Re: New Feature: IMP gear selection[message #336611]
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Sun, 12 October 2014 15:18
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M16AMachinegun |
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Messages:304
Registered:September 2013 |
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Writing a mod that's innately flexible with further mods like this is amazing and is EXACTLY what mods (at least for this game) should work like. Thank you, Flugente! Anyone that calls says you're anything less than excellent can go have particularly unpleasant things happen to them for all i care, you rock!
Edit 1: When editing the IMP Item Choices table via the XML editor, what are some rules i should follow? Dump all the items I want available to into 'Default' items? What about Random items? And the rows relating to attribute points like Wisdom or Marksmanship? Are the items listed under the skills such as Auto Weapons restricted to IMPs that take them? What about the # Choices and # Items columns? Do they have any effect on custom IMP loadouts, or are they only there for the old version and I can freely add items after what the game would normally use in the XML/table?
[Updated on: Sun, 12 October 2014 19:53] by Moderator Report message to a moderator
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Master Sergeant
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Re: New Feature: IMP gear selection[message #336690]
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Wed, 15 October 2014 01:32
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grim |
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Messages:344
Registered:July 2006 Location: France |
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Well, i've been working all day on that file and was about to post my version, the coincidence is amusing. It was modifying those things too.
Here's my IMPItemChoices.xml, maybe it can help to tweak the starting equipment.
I tried to widen the selection, with IMP gear selection in mind, but keeping compatibility with Old method and old trait system (it wasn't easy).
Maintaining a good balance and not giving overpowered stuff to the IMP is hard. I tried to stick to low tier weapons but modern, varied and standard ones, while quite compact for an air drop. The hard part being the Marksman/sniper and Heavy. I did want to make them more viable, but equiping them with low tier weapons is hard, even more without WW2 stuff. They may be somewhat overpowered, but ammo scarcity and initial cost should balance it.
For every trait you can have specialised stuff, including food, LBE and misc items.
By the way, while testing my file, i had some difficulties using the drop down menus in the IMP gear selection screen (resolution 1024x768 in full screen). Sometimes they overlap with each other, making it difficult to select one item in the list or scroll down. The holster lists overlap with the "FINISHED" button on the right, and in the struggle this last one often wins!
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Master Sergeant
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Re: New Feature: IMP gear selection[message #336794]
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Sat, 18 October 2014 21:02
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M16AMachinegun |
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Messages:304
Registered:September 2013 |
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The UI for this feature could use some touching up.
On the right half, selecting a face item while the cursor is over another drop-down tab causes the current drop-down menu to hide BEHIND the other tabs
using 7572 SCI
Sorry if i'm using strange terms
Edit 1: Currently testing to see if this is still a problem. Upon re-installation I seem to not be having this problem anymore
Edit 2: YES, this is an issue
https://www.dropbox.com/s/ciibn250o2u709n/Example%201.png?dl=0
https://www.dropbox.com/s/udbrml0jq6u8tgq/Example%202.png?dl=0
https://www.dropbox.com/s/sv6g59ita4w6ebk/Example%203.png?dl=0
Edit 3: Additionally, the drop-down menu won't scroll all the way to the bottom. I can't access some of the items I put in the XML document this way. A minor inconvenience but still a notable bug nonetheless.
Edit 4: Found an interesting way to cheat the system. Create a merc with gear that exceeds the original $3000 to completion, then start a new campaign and simply enter the IMP's nickname in for the password. You'll get the merc with all his/her equipment for $3000 instead of the larger cost
EDIT 7: It saves the amount as however much the last IMP costed. To test this i set someone up that cost about $17,000 with her equipment. I then exited to the main menu and hired four IMPs at once; they all cost that same 17k amount.
Edit 5: Why is it that i can have multiple drop-down menus open at once?
Edit 6: This mod seems to ignore the following .ini setting:
; If set to "TRUE", IMPs with expert traits will get different items than without expert traits.
; There are additional entries for expert traits in the "TableData\IMPItemChoices.xml" file.
EXPERTS_GET_DIFFERENT_CHOICES = FALSE
Edit 8: Primary weapon slots seem to be capped to 56 (not including 'nothing') items
[Updated on: Sat, 25 October 2014 03:11] by Moderator Report message to a moderator
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Master Sergeant
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Re: New Feature: IMP gear selection[message #337235]
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Mon, 27 October 2014 20:27
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Flugente |
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Messages:3509
Registered:April 2009 Location: Germany |
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smeagolGetting glitches when selecting items in the last row, due to the menu expanding out of the boundaries of the in-game laptop. No fix for that, as that is how the laptop display works.
smeagolAlso I think it is rather illogical if it is possible to buy multiples of certain items. It seems like it's possible to select 4x laser sights, 4x canteen and so on... is it possible to add a max limit for items in the impgear.xml that restricts the numbers for certain items? The goal of this feature is to make selecting IMP gear easier and more user-friendly, without adding or altering new xmls. So no.
smeagolAlso... which file is used for the interface graphics? Considering to put in some of my free time into making it look a bit nicer.
Would it be possible to change the drop down menus to be non-dynamic in length and have them get a default length? Would already look a lot better if they would have a more streamlined layout. Which part of the graphics, and which length do you mean? I took care to make them dynamic, as cutting text looks awful.
smeagolWill added main guns allow all types of ammo to be selected? I think this is quite overpowered for guns like shotguns that have some really funky ammo choices (I tried it with a Spas-12 and could get stuff like Polyshok, Duplex, SAP etc without adding them to the xml... way too good in the early game in my opinion). All ammo can be selected. In the old system, the player could always add whatever he wanted to his IMP anyway, so there is no new loophole here. I am sick to death of externalising/optionalising every friggin' piece of code. People can use this or not, I don't intend to add any options to this. This includes the hardcoded limits of 6 mags per ammostack and 4 per various item stack.
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Re: New Feature: IMP gear selection[message #339753 is a reply to message #337664]
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Sat, 28 February 2015 21:31
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JimQuaid |
Messages:1
Registered:February 2015 |
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Flugente wrote on Mon, 10 November 2014 12:17FOR INSTALLATION, SEE THIS THREAD, AND THEN FIX YOUR CAPSLOCK!!!111ELF!!!!
Is this feature enabled in the 7609 update? On a clean install of JA2, 7435 and running the .bat of the 7609 update the item selection screen does not show up for me after finishing attributes. Does this need to be enabled via options?
Also, link does not work anymore.
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Civilian
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Re: New Feature: IMP gear selection[message #339759 is a reply to message #339753]
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Sun, 01 March 2015 00:59
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Flugente |
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Messages:3509
Registered:April 2009 Location: Germany |
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Welcome to the pit, JimQuaid!
This is not included in the 2014 stable release. It is however included in current unstable releases.
[Updated on: Sun, 01 March 2015 01:00]
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.Report message to a moderator
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Re: New Feature: IMP gear selection[message #340272 is a reply to message #336070]
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Fri, 27 March 2015 20:25
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puer |
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Messages:9
Registered:April 2007 Location: Estonia |
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Hi, for feedback there is no gun selection option (IMP: spy+radio operator, seems same issue with other skills). SCI_Unstable_Revision_7783_on_GameDir_2226
pic: upload.ee/image/4597375/no_gun_-_SCI_Unstable_Revision_7783_on_GameDir_2226.PNG
Do I need edit ..\Data-1.13\TableData\Inventory\IMPItemChoices.xml?
Edit: IMP started the game without a gun.
[Updated on: Sat, 28 March 2015 09:42] Report message to a moderator
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Private
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Re: More throwing knives[message #347344 is a reply to message #347343]
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Sun, 16 October 2016 02:54
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Flugente |
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Messages:3509
Registered:April 2009 Location: Germany |
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Eh? With this feature (new selection method), we only check for the different items in the xml, not how often they occur, so adding the same item multiple times is useless.
In the old method, ubNumItems is the number of items that we can choose from that list (yes, that information is fairly obvious to anyone reading that xml, and is utter nonsense). ubChoices is the number of items taken from that list.
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.Report message to a moderator
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Re: New Feature: IMP gear selection[message #355738 is a reply to message #350035]
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Thu, 08 November 2018 21:25
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Flugente |
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Messages:3509
Registered:April 2009 Location: Germany |
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Urgs. I need to set some sort of 'I'm away for a while' message in the future. Anyways, I'm not really back to coding - this and the next week is a lot of stress @work, after that it's holidays - but I have a tiny clarification:
On known oddity of this feature is that of one creates an IMP via this feature, and then later loads that existing IMP into a campaign by entering the callsign at the website, the additional gear costs are not deducted. I am well aware of that. The issue is we don't store the cost of the gear in the profile. We also don't store whether an IMP was created via the old, non-gear-costing method or this new one. We don't store that data because, frankly, this doesn't affect the character at all.
I could determine the cost from the items upon loading the IMP, but... in that case you would also have to pay for gear with IMPs created by the old method.
I assume at that point the fans of the old method would then cry 'foul', but... at least it's consistent then. Everybody pays for gear exceeding IMP_PROFILE_COST.
Edit: Coded this in in r8638. However you create an IMP, if the gear costs more than IMP_PROFILE_COST, you pay for that extra cost. This is not optional, because I say so.
Edit2: On third thought, might not yet wotk for old method on direct creation? Have to check on the weekend or so.
edit3: Urgs. With the old method, the gear is drawn at random after we confirmed the creation process, so we cannot know the cost beforehand. We could if I changed that, but... you know what? Eff that. So, to clarify:
- via the old method, gear costs nothing extra, whatever you select
- via the new method, you pay the gear cost exceeding IMP_PROFILE_COST. So if you pay 3000 for an IMP and buy gear costing 4000, you pay 3000 + (4000 - 3000) = 4000 total.
- when you load an IMP via callsign, you always pay as if you've created them via new method. I do not intend to change that.
In case somebody wants to whine about this, note that via the above argumentation, once an IMP is created you cannot prove to me you didn't create them via the new method
[Updated on: Fri, 09 November 2018 22:33]
I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.
If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.Report message to a moderator
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