Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New feature: Equip militia with guns/armour/etc.
Re: New feature: Equip militia with guns/armour/etc.[message #342830 is a reply to message #342827] Wed, 14 October 2015 21:47 Go to previous messageGo to next message
navaroe

 
Messages:78
Registered:August 2012
I sent it via PM the same minute you posted this.
But just in case, here is newly generated diff, uploaded to my favourite fileshare: http://ulozto.net/xrRsSYxY/scopedmilitia-b-diff

Sorry for the confusion, I'll try to make it easier next time happy
Re: New feature: Equip militia with guns/armour/etc.[message #342840 is a reply to message #342827] Thu, 15 October 2015 13:35 Go to previous messageGo to next message
RoWa21

 
Messages:2040
Registered:October 2005
Location: Austria
RoWa21 wrote on Wed, 14 October 2015 17:50
Please upload the patch file anywhere and then pm me. I can't apply the diff from here. It tells me wrong line break in line 5 or something similar.


Code is committed in development source trunk.


Re: New feature: Equip militia with guns/armour/etc.[message #343705 is a reply to message #342840] Sat, 09 January 2016 18:46 Go to previous messageGo to next message
Flugente

 
Messages:3334
Registered:April 2009
Location: Germany
I've improved navaroe's addition in r8014 & GameDir r2278.
  • JA2_Options.ini setting MILITIA_USE_SECTOR_EQUIPMENT_GUN_ATTACHMENTS controls whether this code is called at all (in case one does not want the militia to move attachments to whatever they are using).
  • Attachments are rated depending on their class. The following attachments are used: Scopes, foregrip, bipod, lasers, sights, muzzle, stock, sling.
  • Attachments are rated just like any other item during the militia equipment process is. For now this is simply status * coolness.
  • After evaluation, attachments are added in the above order. This means that militia will now take bipod attachments, but always prefer foregrips for their shared slot.
  • There is a possible issue where, if several attachments of different status are in a stack, the wrong (not-best-status) attachment is retrieved from that stack. I consider this not important to fix (it's just militia equipment).



“What are you doing?” Joffrey interrupted him.

“… can’t a man give a few last words for his son to carry?”

“…Who told you your son was making it out of this field alive?”

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.


Re: New feature: Equip militia with guns/armour/etc.[message #344601 is a reply to message #343705] Sat, 19 March 2016 06:41 Go to previous messageGo to next message
Panzer

 
Messages:82
Registered:February 2016
Location: Altis, Sometimes Tanoa
Do Kerberus hires bring their own weapons? I would find out for myself but I lack the money and a place for them to insert into in my current playthrough.



I have no Wife, Children, or real Job. This also means I have 24 hours a day and 7 days a week to think of a rebuttal. You have been warned.

"I got another problem: I am being overrun by Dinosaur Nazis on Hoverboards!" -Ravenhugger

"Before you judge a man, walk a mile in his shoes. After that who cares? He's a mile away - and you've got his shoes!" - Unknown Criminal
Re: New feature: Equip militia with guns/armour/etc.[message #344610 is a reply to message #344601] Sat, 19 March 2016 14:52 Go to previous messageGo to next message
Flugente

 
Messages:3334
Registered:April 2009
Location: Germany
Panzer wrote on Sat, 19 March 2016 04:41
Do Kerberus hires bring their own weapons? I would find out for myself but I lack the money and a place for them to insert into in my current playthrough.
No.



“What are you doing?” Joffrey interrupted him.

“… can’t a man give a few last words for his son to carry?”

“…Who told you your son was making it out of this field alive?”

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.


Re: New feature: Equip militia with guns/armour/etc.[message #344614 is a reply to message #344610] Sat, 19 March 2016 20:29 Go to previous messageGo to next message
Panzer

 
Messages:82
Registered:February 2016
Location: Altis, Sometimes Tanoa
Ah. OK. To me it seems like they should bring weapons of some kind, but I can understand gameplay balancing reasons. speechless



I have no Wife, Children, or real Job. This also means I have 24 hours a day and 7 days a week to think of a rebuttal. You have been warned.

"I got another problem: I am being overrun by Dinosaur Nazis on Hoverboards!" -Ravenhugger

"Before you judge a man, walk a mile in his shoes. After that who cares? He's a mile away - and you've got his shoes!" - Unknown Criminal
Re: New feature: Equip militia with guns/armour/etc.[message #352922 is a reply to message #344614] Tue, 03 April 2018 16:37 Go to previous message
Victor_Tadeu

 
Messages:61
Registered:December 2015
Location: Brazil
I'm having a problem with this feature. After I inspected the militia equiment I rearanged the inventory in strategic screen, and they seen to had lost track of their weapons and remains unarmed. I tried moving them in and out of the sector to see if they decided to take new weapons, but they dont. It isn't a problem for autoresolve, but is a serious one when I fight alongside my militia like when fighting off enemies counter-attacks. Is it a system limitation or how I make my militia grav new weapons?



Born, play JA2, die, reload, die again, reload again.
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