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:2039
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:3407
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).



The android shrugged. "Sometimes I break into your quarters and watch you sleep. And measure you to satisfy my electronic need for precision."
Will stared.
"It's not that unusual, I do it all to the crew."

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:3407
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.



The android shrugged. "Sometimes I break into your quarters and watch you sleep. And measure you to satisfy my electronic need for precision."
Will stared.
"It's not that unusual, I do it all to the crew."

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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