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Re: New Attachment System Alpha[message #249569]
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Sat, 17 April 2010 21:52
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Sorry for the continued mission creep (tacking on additional stuff along with risking disaster), but would it be feasible (and better) to sidestep playing with the grenade launcher code directly; and instead create a special numbered "quene slot" which simpily acts as an inert pocket and code to shift the contents up the quene into the one true grenade launcher slot (5) as it becomes empty on firing?
I noticed you have already had to create a "special" slot class for grenades. Requirements in XML would be for a new Tag which takes an integer to denote the slot number (and like the grenade slot class, no tag means it is not part of this scheme).
The entries in ItemSlotAssign.xml for the multi-shot launcher would have to be defined with: Slot 5, Quene Slot 1, Quene Slot 2,... , Quene Slot X.
Presently there are three graphics for launchers in 1.13 that can make immediate use of this system: Milkor, GM94, RG6 (which is unused presently but was mistakenly used to be the Milkor for quite some time).
[Updated on: Sat, 17 April 2010 21:57] by Moderator Report message to a moderator
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Re: New Attachment System Alpha[message #249574]
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Sat, 17 April 2010 22:01
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CptMoore |
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Messages:224
Registered:March 2009 |
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I'd like a queue system too, but it should be introduced with an overhaul of the whole magazin and ammo system.
The idea would be to load like 30 shots AP ammo and then 10 HP ammo for guns or for GL it would be 3 HE and one SMOKE.
I don't think its worth the effort though just yet until the attachement system is introduced into the main.
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Sergeant 1st Class
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Re: New Attachment System Alpha[message #249576]
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Sat, 17 April 2010 22:06
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Faithless |
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Messages:439
Registered:October 2009 Location: The safe end of the barre... |
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Not entirely, if I can make the game capable of attaching more than one grenade, and add 6 grenade slots, it should be no problem.
The game will check slot one first, then slot 2, etc, already does that automatically.
As I said though, you'll have to add more slots for grenades to every launcher. But this is good since this means you can have 2 grenades max, or 6, or whatever the hell you like.
If it's not too hard I'll look into it, first I'm doing the attachments for enemies.
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Master Sergeant
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Re: New Attachment System Alpha[message #249848]
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Thu, 22 April 2010 00:42
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Faithless |
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Messages:439
Registered:October 2009 Location: The safe end of the barre... |
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Fixed and uploaded as 0.40a
[Updated on: Thu, 22 April 2010 00:43] by Moderator Report message to a moderator
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Master Sergeant
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Re: New Attachment System Alpha[message #249855]
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Thu, 22 April 2010 04:02
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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Tested so far in 0.40a with custom UC-1.13NAS eanabled mini-mod
- Multi Shot grenades working well, firing in order of load
- Old style magazine grenade still working as appropriate
- Combination of multi-shot and magazine grenades working (this was an accident in testing, but may be useful)
- multiple of same attachment (non=grenade) attach without error
- NASIncompatibleAttachments.xml preventing multiple of same attachment when so defined
- attachments end up in merc inventory when attachment that adds only valid slot is removed
- attachment rearranges on weapon when attachment that added slot is removed and there is a valid and open slot
I've gone as far as adding the RG6 and redifining the Milkor launcher back to 40mm.
Now to see if I can replicate that crash that Tango reported in the UC thread with the first release of the mini-mod.
EDIT: I am getting a CTD when I try attaching something to LBE, happened with the A.L.I.C.E. Backpack (not Combat Pack, but I don't think that detail matters) and with ARUC Backpack. For some reason, the LBE attachment slots (they appear to be the old four) seem to be always ready to take an attachment, even if the item in hand is not set to be an attachment. This CTD can be replicated with the default Data-1.13: hired a bunch of AIM mercs, all with different LBE, and proceeded to CTD on every combination of item and LBE. It does not matter what item is in hand, the LBE attachment slots appear without the crosshatching, as if you had a valid attachment in hand, and on attempt to attach (noticed it took a click or two) the game crashes to desktop.
[Updated on: Thu, 22 April 2010 04:35] by Moderator Report message to a moderator
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Re: New Attachment System (In Development)[message #250162]
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Sat, 24 April 2010 08:40
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steelfallenangel |
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Messages:28
Registered:May 2007 |
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Is HAM 3.6 or the DBB gun mod incompatable with this mod? Ive been trying to get it to work but nothing seems to be working correctly. I dumped the files into their corrseponding folders correctly and am running off the exe provided in the file but there exists no option to use this attachment setup.
Or is there some option i have to switch from false to true in the options file?
[Updated on: Sat, 24 April 2010 08:41] by Moderator Report message to a moderator
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Private 1st Class
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Re: New Attachment System (In Development)[message #250179]
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Sat, 24 April 2010 15:52
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Wil473 |
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Messages:2815
Registered:September 2004 Location: Canada |
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The current release of the Urban Chaos-1.13 Hybrid, v20100423, includes an optional mini-mod allowing the use of NAS. I can attest to the amount of effort to create customized needed to define all the XML entries needed for a mod (and DBB/IOV, if I am not mistaken, has more items than UC-113).
Since the LBE issue, I've got not much specific to NAS to report, but the new mini-mod has only been out for a day. I've noted that one thing that needs to be checked is to see if the AI attaches multiple grenades to the RG6 (Russian 6 shot launcher); ie. do you as the player find RG6's with multiple grenades attached.
I did notice that the AI seems to be using attachments more. In NAS 0.40a you have included an EnemyItemChoices.xml. The format looked the same as the old one, is this correct?
Otherwise, the only new problem noted by testers so far, seems to be related to an old bug (which in turn seems to be fixed in the current SVN JA2.exe); the missing garrison bug. I am reasonably sure that this bug will dissappear once NAS is moved to the current code base, so no worries for now.
EDIT: I just noticed you post there, ah... more default attachments please? Perhaps when NAS is enabled, default attachments are read from a seperate XML (similar in format to a valid attachment list).
[Updated on: Sat, 24 April 2010 16:13] by Moderator Report message to a moderator
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Re: New Attachment System (In Development)[message #250264]
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Sun, 25 April 2010 13:14
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Faithless |
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Messages:439
Registered:October 2009 Location: The safe end of the barre... |
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wil473I just noticed you post there, ah... more default attachments please? Perhaps when NAS is enabled, default attachments are read from a seperate XML (similar in format to a valid attachment list).
Personally I'm not a big fan of default attachments, for two reasons:
1: They screw up the weapons stats in bobby rays, making it impossible to see what's what until you buy a weapon.
2: I've had to make default attachments have a 100% droprate, because, well, they're default (Think of the groza GL, for example).
Making more default attachments would only make this worse (in fact, MOST of the dropped attachments are already defaults ones).
I can probably fix the first problem, but I'm not sure about the second one.
I've got some idea's but none of them are good enough at the moment. You have any?
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Master Sergeant
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