Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New feature: Tripwire-triggered mines, directional mines (claymores), mines display, layered hierarc
Re: New feature: Tripwire-triggered mines, directional mines (claymores), mines display, layered hierarc[message #328513]
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Sun, 24 November 2013 20:59
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Deleted. |
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Messages:2657
Registered:December 2012 Location: Russian Federation |
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Currently auto-taking tripwire items is disabled, because we have that tripwire rolls
Though this can be changed easily.
Personally i like tripwire rolls. As for making tripwire grenades, i think it's possible to make USE-merge (USE_ITEM, 6) with grenade and tripwire roll, that will solve problem (though i'm not sure if item status is decreased when you use one item on another).
As for tripwire networks, i am planning to make another small improvement to tripwire thing.
As remaking each time the whole tripwire network can be tedious, it's possible to not remove tripwire items after activation, but instead damage them (for example, for 5 points), and reveal tripwire only if it's status drops below 20 points.
It can save some time for players fighting with repeated attacks, still mines and guns connected to tripwire must be replanted every time, and it will not be "endless" tripwire-thing.
This idea looks good for me (especially if one day bigmaps become fully playable), but i'm not sure if it's ok to change original concept that way.
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Re: New feature: tripwire-triggered mines (claymore)[message #330085]
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Mon, 27 January 2014 16:32
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hsuknowledge |
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Messages:2
Registered:January 2014 Location: ROC |
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I found a bug. Game revision is 6838/1923. Items that have 1 in the xml accept guns (any guns, that belong to ItemClass 2 I believe) as attachment. Whatever item I give this flag will turn into accepting guns. Even the guns themselves will.
Having looked through the attachment related xml's, I have no clue what triggers this behavior. Tripwire items (1524 and its copies 1591 through 1605) don't seem to accept any weapon except that they can merge with various grenades. The most puzzling part is, as long as I add that flag to an item, I don't need to modify any attachment xml's and I still get the item to accept guns.
Also, whenever I try to attach guns, skill check happens. If the merc's mechanical skill isn't high enough, he fails. So it seems that the skill check type is either 13 or 14. Hope this information helps sorting out this issue.
EDIT--Another issue:
The duplicate tripwire items won't stack as their uiIndex values are different, and other than item 1524, none of them can be used to make tripwire grenades or tripwire roll.
Modders may place the wrong ones(1591-1605) in containers, where they don't belong (they are meant for action items), or they may design a trap composed of different nets and different levels of tripwire, in which case after the network is revealed, players can collect different types of tripwire, which all look the same.
So I propose the simplest solution would be to add item transformation for items 1591-1605 to let them transform back to 1524.
[Updated on: Mon, 27 January 2014 17:33] by Moderator Report message to a moderator
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Civilian
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Re: New feature: tripwire-triggered mines (claymore)[message #330094]
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Mon, 27 January 2014 21:12
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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It's not a bug, it's a feature :rulez:
As adding a metric ton of attachment tags (one per gun) is tedious, we hardcoded tripwire to accept all guns as possible attachments.
There are 16 versions of the tripwire. The first, #1524, is meant for usual gaming purposes. The other ones are for the map editor only, as the comment suggests. They are not to be used in BR, mercenary inventories, random loot or otherwise. Normally, they should also transform into #1524 after activation. I do admit, however, that transformation would be useful. Might do that today.
Edit: Done in GameDir r1924.
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Re: New feature: tripwire-triggered mines (claymore)[message #358583 is a reply to message #358578]
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Sun, 01 December 2019 21:05
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Deleted. |
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Messages:2657
Registered:December 2012 Location: Russian Federation |
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fExplodeOnImpact should always explode immediately, I don't think it can be delayed.
fExplodeOnImpact and delayed mode work differently, so they are both necessary.
ubFragType is the ammo type for fragment, it's the same as ammo type for weapons, see AmmoTypes.xml
DamageKeyFrame means the keyframe which actually deals damage.
TransKeyFrame is a "translucency keyframe", whatever that means. Something with revealing something.
No, you don't need directional tag for fragmentation explosions, but you need directional tag for ubHorizontalDegree and ubVerticalDegree in stock 1.13, even if ubHorizontalDegree = 359.
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