|
|
|
|
|
Re: New Attachment System (In Development)[message #250855]
|
Sun, 02 May 2010 05:00
|
|
steelfallenangel |
|
Messages:28
Registered:May 2007 |
|
|
could just be due to something I tweaked incorrectly.
I edited the XML file slightly to allow some Sci Fi guns to show up in Normal Mode but I don't know why that would mess with first aid kits.
As for the other kits I'll experiment with them some more since I don't merge them nearly as often and it could be with them as well and I just havnt't encountered it.
Its not a major problem since a quick reload solves it i just may lose some progress
If it'll help I'll try to get the crash report next time it occurs to see if its something I did or something with the mod.
[Updated on: Sun, 02 May 2010 05:01] by Moderator Report message to a moderator
|
Private 1st Class
|
|
|
|
|
|
Re: New Attachment System (In Development)[message #250896]
|
Mon, 03 May 2010 16:50
|
|
Wil473 |
|
Messages:2815
Registered:September 2004 Location: Canada |
|
|
Once NAS is part of the main 1.13, I hope to be exploiting a certain property of WarmSteel's work to produce a pseudo-magazine well system. Right now UC-1.13 already has a form of this, in the dual feed for the FN Minimi/SAW, but it requires that whole remove, merge, reattach dance used by the folding stock system. In earlier NAS testing, found that when an item is defined as being a valid attachment for a slot, then the merger operation is overridden. Using this property, it should be possible for an item, like a magazine modification item, to be "stored" in one slot where it would have its usual effect, but "convert" when moved to an invalid slot. The problem is my scheme requires one slot defined per "mode" (or in the case of this discussion, magazine size).
Now I use the word "exploiting," as this is not part of Warmsteel's plan, purely an unintentional consequence, and the underlining mechanism may be dropped along the path through Beta and into main 1.13. That's why I am not working on implementing it until then.
EDIT: if short on space, I suppose I could get away with using two slots, one for the magazine well attachment, the other one (adjacent) with a dummy attachment whoes name gives the instructions.
[Updated on: Mon, 03 May 2010 16:53] by Moderator Report message to a moderator
|
|
|
|
|
|
Re: New Attachment System (In Development)[message #250903]
|
Mon, 03 May 2010 18:18
|
|
Headrock |
|
Messages:1760
Registered:March 2006 Location: Jerusalem |
|
|
Just to clarify, what I'm proposing is:
- The weapon has a "MagazineWellType" tag that references a list of magazine well types.
- Each magazine well type is defined as taking one caliber and a list of possible sizes (20rd, 30rd, etc., or possibly just a minimum and maximum size).
- Ammo items have a tag called "CanEmpty" or somesuch. If set to 1, the ammo item is a clip, and can become empty during gunfire. Otherwise it is loose ammo, and will disappear once depleted.
- Ammo then attaches to a special attachment slots that's completely reserved for it. It can only be attached if it has the same caliber and a suitable size for the Magazine Well Type involved.
- When weapons are fired, they can empty a magazine if it has the CanEmpty flag. In such a case you're left with an ammo item with no bullets in it. You can refill this item using any other ammo item that shares the same caliber and ammo type (unfortunately, loading several different bullet types into a single magazine is much more complex to do).
- If you want attachments like a Mag Adapter, those attachments will simply change the weapon's Magazine Well Type to another type, and then it can different sizes of magazines based on the new Well Type.
There are two benefits from this system. The first is that you don't have to tell each weapon which magazines it can take - just point it to a Magazine Well type suitable for it. Many weapons will share the same type of well, seeing as many magazines are standardized to fit a range of weapons. This conserves a lot of work for modders, and I mean a LOT. The second benefit is empty magazines, which can be conserved for later, increasing realism. It should be easy to optionalize this so that each magazine well type has a "Default" magazine size, so that if the wrong size is fed into an empty well slot, it magically turns into a new magazine of the default size, reducing micromanagement for those who don't want it.
In addition, if attachments on attachments become possible (or are they?), you could do things like magazines taped together, in which case when one is emptied the automatic reload will simply switch the two around. Other possibilities will also open up once this feature is enabled.
@ Wil: Currently when a magazine is loaded into the weapon, the item disappears, and the weapon itself gets the properties of the bullets stored in its data structure. So no, they're not attachments, they actually become part of the weapon. When unloading, the game creates a new magazine item based on the data stored in the weapon. So in between, the ammo item ceases to exist, and isn't treated like an attachment anywhere in the program.
Report message to a moderator
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Re: New Attachment System (In Development)[message #252024]
|
Sat, 22 May 2010 19:49
|
|
bugmonster |
|
Messages:15
Registered:November 2006 |
|
|
HeadrockJust to clarify, what I'm proposing is:
- The weapon has a "MagazineWellType" tag that references a list of magazine well types.
- Each magazine well type is defined as taking one caliber and a list of possible sizes (20rd, 30rd, etc., or possibly just a minimum and maximum size).
...
Did that system many years ago. Then I realized that there were unresolvable lacks.
Not many real weapons and magazines can described by this simplified "Caliber-MagWell" system, min&max capacity limitations can help only in some cases, as example:
- FN Mk.16 accepts all M16-type magazines. But with EGLM attached it cannot accept drum and double-drum magazines.
- FN Minimi/SAW accepts belt and M16 30 rd magazine. It cannot accept C-Mag 100-rounder with M-16 feed clip, but can accept C-Mag with SAW feed clip. M16 can accept both C-Mag M16 and SAW feed clips. Also, feeding Minimi with magazines gives it +200 rpm to technical rate of fire.
- Glock 19 accepts 15 rd and 17 rd magazines, 17 rd magazine can be 15-rounder with +2 magazine extender. 17th model cant accept last one, however it accepts normal 17-rounder.
- Chinese Type 63/68 accepts proprietary 20 and 30 rd magazines. It also accepts all types of 7.62 AK magazines, but in that case it loses bolt catch feature. And like many older battle rifles (SVT, Gew.43, MAS-49) it can be filled from clip when empty magazine is attached.
- Inch FALs can accept their own magazines, metric FAL magazines, Bren L4 30 rd magazines. But metric FALs can accept only metric FAL magazines.
- .357 revolvers and spidloaders can use .38 ammo.
etc, etc
Report message to a moderator
|
Private
|
|
|
|
Re: New Attachment System (In Development)[message #252081]
|
Sun, 23 May 2010 14:01
|
|
bugmonster |
|
Messages:15
Registered:November 2006 |
|
|
Of course, I've listed extreme cases.
But...
If you'll treat magazines like other attachments, you'll get those features for free. Just add magazines to list of possible attachments, incompatible attachments and so on. Actually, it's an ol' good attachment system and not harder to understand then new MagWell system.
[Updated on: Sun, 23 May 2010 14:04] by Moderator Report message to a moderator
|
Private
|
|
|
Re: New Attachment System (In Development)[message #252083]
|
Sun, 23 May 2010 14:19
|
|
jcd |
Messages:1
Registered:October 2007 |
|
|
Hi. I constantly get a ctd during the first battle in Omerta. I'm running a 0.42a NAS on top of revision 1208. The crash message is: " is not in a valid group. (pSoldier->ubGroupID is 0)". I've significantly modified the Ja2_Options.ini and IMPItemChoices.xml.
Here's the link to the savegame : http://www.sendspace.pl/file/8eb33d85f0c269981d64734
Report message to a moderator
|
Civilian
|
|
|
|
Re: New Attachment System (In Development)[message #252312]
|
Wed, 26 May 2010 14:47
|
|
Starwalker |
|
Messages:759
Registered:October 2005 Location: Hannover, Germany |
|
|
DieterHere is the list of weapons which have burst or auto fire but do not allow for a rod & spring attachments in SVN 1203 build 3287:
Ruger Mini-14
It does not have burst/fullauto in basic JA2 1.13, thus the R&S does not apply (as it affects only burst/fullauto, unlike it did in vanilla JA2).
DieterAuto Rocket Rifle
Being a rocket rifle, it does not have parts that could be affected by a new spring (as there is no old spring...). Wrong technology, so to speak. To make it fire faster, the loader getting the rockets from the bundle beneath the rifle would need to speed up.
DieterCalico M-950
Like the Mini-14 above.
DieterSR-2 Veresk
Omission. Will be corrected soon, thanks
DieterMetal Storm Surf Zone
Wrong technology, as with the auto rocket rifle. There's nothing here that could be sped up with a new spring, as this gun does not have that many moving parts.
DieterColtCanada C7CT
Like the Mini-14 above.
DieterAKMSU
Omission. Will be corrected soon.
DieterSteyr ACR
The technology does not lend itself to the use of a replacement spring...
Basically, the HK G11 should not benefit from the R&S either, but it still is allowed to have it because that was the way in vanilla JA2, IIRC.
I can remove it from the G11, of course...
DieterOwen .45
MAT-49
SIG MP41/44
AR57 16"
AR57 11"
AR57 6"-Silenced
Omissions. Will be corrected soon.
Report message to a moderator
|
|
|
|
|
|
|
|
|
|
|