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Re: New feature: combat jeeps[message #344653 is a reply to message #344650] Mon, 21 March 2016 22:27 Go to previous messageGo to previous message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
Flugente wrote on Mon, 21 March 2016 19:14

Come to think of it... why don't we just use the bodytype as vehicle IDs? It's different for every type of vehicle, and via code we can make sure only vehicles get one.

Answering my own question here, smeagol had valuable insight. RPC vehicles are placed in the map editor via profile. Thus those vehicles need a profile Id from MercProfiles.xml. This is very unfortunate.

Vehicles.xml mostly governs data relating to 'useable' vehicles - face, movement types, seating capabilities. All of that is irrelevant for tanks and combat jeeps. However, armour isn't - even though this doesn't make sense, they are already equipped in void EquipArmouredVehicle( SOLDIERCREATE_STRUCT *pp, BOOLEAN fTank ). I'd really like to change this, so that only player-useable vehicles require Vehicles.xml (and we thus free the tank profile slot), but for now, I need to fill a profile slot for the combat jeep. Let's say... number 71.

Edit: As of r8116 & GameDir r2306, merc profile 71 (formerly the unused RPC71) is now used for the combat jeep. In Vehicles.xml, combat jeeps now get armor similar to kevlar vest as tank has spectra. Note that this is somewhat misleading, as the previously mentioned ammo modifiers are still evaluated. LAWs, however, seem to do a bit more damage - I've tested this several times. Most of the times a single LAW kills a combat jeep, but I've also seen it only deal 72 damage. Seems fair to me - almost but not a guaranteed kill.

[Updated on: Mon, 21 March 2016 23:22]




I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

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.

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