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Camouflage Kit Attachments[message #346789] Fri, 02 September 2016 08:41 Go to next message
Valkeir
Messages:5
Registered:September 2016
Location: UK
Just a stray thought but as the Camouflage Kits appear as Ghost Attachments anyway what about making it so that they can be "applied" to some of the clothing as an attachment/combine to change the camouflage pattern to that camouflage kits area? A colour shifted graphic would be nice but honestly long as the code adds a camo modifier to it then that'd work.
Re: Camouflage Kit Attachments[message #346791 is a reply to message #346789] Fri, 02 September 2016 16:10 Go to previous messageGo to next message
Enneagon

 
Messages:42
Registered:July 2016
Location: Latvia
Hmm, I'm no expert in this, but couldn't it be as easy as defining the new desired item and a merger that creates it? Should be pure xml work within existing systems, no?
Re: Camouflage Kit Attachments[message #346792 is a reply to message #346791] Fri, 02 September 2016 16:28 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3747
Registered:July 2009
Yupp.



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Re: Camouflage Kit Attachments[message #346795 is a reply to message #346791] Fri, 02 September 2016 23:09 Go to previous messageGo to next message
silversurfer

 
Messages:2133
Registered:May 2009
Enneagon wrote on Fri, 02 September 2016 15:10
Hmm, I'm no expert in this, but couldn't it be as easy as defining the new desired item and a merger that creates it? Should be pure xml work within existing systems, no?

"Look, I put some paint on my wood camo vest and now it looks like desert camo which never wears off. I'm the master of camo!" *starts posing*
There is no code that makes the paint wear off at the moment so mergers will work but this solution seems sketchy at best. Might as well call it a cheat.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

Re: Camouflage Kit Attachments[message #346796 is a reply to message #346795] Fri, 02 September 2016 23:21 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3747
Registered:July 2009
*shrugs* You're still burning a camo kit every time you do it on every item.



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Re: Camouflage Kit Attachments[message #346798 is a reply to message #346796] Sat, 03 September 2016 00:35 Go to previous messageGo to next message
Valkeir
Messages:5
Registered:September 2016
Location: UK
True it stretches the realms of believability but depending on what the camo kits are made of they can stain clothing so it was a case of it seeming less hassle than adding clothing dyes and using something already there.
Re: Camouflage Kit Attachments[message #346799 is a reply to message #346796] Sat, 03 September 2016 01:02 Go to previous messageGo to next message
silversurfer

 
Messages:2133
Registered:May 2009
DepressivesBrot wrote on Fri, 02 September 2016 22:21
*shrugs* You're still burning a camo kit every time you do it on every item.

True, needing a camo kit for every single merge balances it a bit.

Valkeir wrote on Fri, 02 September 2016 23:35
True it stretches the realms of believability but depending on what the camo kits are made of they can stain clothing so it was a case of it seeming less hassle than adding clothing dyes and using something already there.

You'd still need to create every single item for each camo type in order to switch between them if you want to use the merge method. Most items exist only in one camo type. For example you'd need to have a Ru.106 Vest in wood, desert, urban and maybe snow camo in Items.xml and the merges for them in Merges.xml. Could be a bit tedious but is doable.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

Re: Camouflage Kit Attachments[message #346800 is a reply to message #346799] Sat, 03 September 2016 02:57 Go to previous messageGo to next message
Valkeir
Messages:5
Registered:September 2016
Location: UK
The simplest route would just be to turn the camouflage kit into an unremovable attachment, with a "+x% camouflage" modifier although it'd be nice if we could add a value to maps to define the area type for camo purposes. Then we could have positive and negative modifiers for different camouflage patterns depending on the patterns relative "effectiveness" but then we'd need some more clothing types, like a Police Shirt for instance (and maybe add the BDU as an undershirt attachment for military/hunting armours) so we could add tiers to it. So you'd have a Civilian/Tactical/Military (2/3/5%?) That said it'd allow for some interesting flavour, especially if a few more options were added.... Say a Lightweight Camouflage Shirt that has a small modifier to a Merc's heat comfort but given that heat does nothing yet that'd be of limited utility, it'd definitely be interesting if the opposite was also true though and a merc could wear a Combat Smock for "+1% armour, +/-x% camouflage and gains heat intolerant whilst worn".

In that case though I'd want to tweak the traits as well so that Heat Tolerant means there's no change to a Merc's AP during hot weather, there's a 3% loss without Tolerance and a 5% loss with Heat Intolerant (and the opposite for cold weather). Another aspect that could be added to it as well is that if you take a knife to a Camouflage Shirt you'd get a Camo Rag which could be combined with a rubber band to make an Improvised Helmet Cover that grants +5% camo (it seems like something you might do in an insurgency).

[Updated on: Sat, 03 September 2016 03:08]

Re: Camouflage Kit Attachments[message #346802 is a reply to message #346800] Sat, 03 September 2016 10:54 Go to previous message
silversurfer

 
Messages:2133
Registered:May 2009
Valkeir wrote on Sat, 03 September 2016 01:57
The simplest route would just be to turn the camouflage kit into an unremovable attachment, with a "+x% camouflage" modifier although it'd be nice if we could add a value to maps to define the area type for camo purposes.

Tilesets already have properties which define their effectiveness for certain types of camo. For example wood camo won't help while standing on a dirt road or a desert tile.

An attachment would currently be a bad option in my opinion. You'd have to add negative modifiers to counter the original camo but you can't know how high these modifiers need to be because each item has different properties so in the end you would get too high/low penalties. You'd need something like the system that we have for LBE over armor but this had to be coded. Better stick with the merger method as it seems to be the safest option at the moment.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

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