Home » MODDING HQ 1.13 » v1.13 Coding Talk » New Attachment System Beta
Re: New Attachment System Beta[message #258257] Tue, 03 August 2010 02:23 Go to previous messageGo to next message
Faithless is currently offline Faithless

 
Messages:439
Registered:October 2009
Location: The safe end of the barre...
Quote:
the modder could simply define a second attachment and setup a merge conversion to flip an attachment to that item index before planting it in the new slot

Exactly. Instead of creating a new slot they have to create a new item instead now, more work but it's well worth this, for those few items that would need this.

Though I have some bad news wil473, I might be merging AttachmentSlots.xml and AttachmentSlotAssign.xml
Making you have to merge these two.
I'm still thinking about this but I just wanted to give you a heads up.

It would be easier for modders in the future (but suck for them now Sad sorry)
And it would increase the readability and speed of the code. If it works....

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Master Sergeant
Re: New Attachment System Beta[message #258263] Tue, 03 August 2010 02:34 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
So far all of the changes mentioned over the last few days were going to make UC-1.13NAS incompatible. Though I was imagining I could get away with simpily pasting in a forum post a new AttachmentSlots.xml using Smeagol's suggested slot layout... Thanks for the heads up, AttachmentSlots.xml and AttachmentSlotAssign.xml for me at least were the easy ones to work with (generated them using MS Excel in only a few minutes once I had it all planned out). Now if you change ItemSlotAssign.xml then there will be some significant delays.

[Updated on: Tue, 03 August 2010 02:35] by Moderator

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Lieutenant

Re: New Attachment System Beta[message #258267] Tue, 03 August 2010 02:42 Go to previous messageGo to next message
Faithless is currently offline Faithless

 
Messages:439
Registered:October 2009
Location: The safe end of the barre...
Quote:
Now if you change ItemSlotAssign.xml then there will be some significant delays

I doubt that one will change. At the very least not now Wink

I appreciate you and smeagol trying though, it's helped catch a lot of bugs and made me rethink the system to make it better.
In the end it's the end result that's most important, even if it means more work for both of us ^^

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Master Sergeant
Re: New Attachment System Beta[message #258271] Tue, 03 August 2010 05:11 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Moved gun pic looks good imo (yes, yes, I know... I have to center the muzzle and the stock slot...).

http://img809.imageshack.us/img809/6072/svd.gif


Quote:
I might be merging AttachmentSlots.xml and AttachmentSlotAssign.xml


When you merge the work I already did yourself, do what ever you like (though it will be a lot of tedious work...) ^^

If you don't want to do that, I strongly suggest against merging the two xmls. Razz

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Lieutenant

Re: New Attachment System Beta[message #258338] Tue, 03 August 2010 21:26 Go to previous messageGo to next message
Joanita is currently offline Joanita
Messages:1
Registered:August 2010
That looks so awesome. last time i were here was when new inventory and edb were in progress or just done. its nice to see that there still are good ideas wich become great mods. big thanks for your work, it looks reeeealy nice

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Civilian
Re: New Attachment System Beta[message #258499] Thu, 05 August 2010 20:20 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
Warmsteel, looks like you broke the merging system with your latest updates to the developer tree. I tried to merge any armor with Compound 18 to no avail. The game always tells me that attaching this is not possible. The same applies when merging alcohol with rags to get a molotow cocktail.

Merging supplies (first aid kits for example) is still possible.

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Lieutenant
Re: New Attachment System Beta[message #258500] Thu, 05 August 2010 20:29 Go to previous messageGo to next message
Faithless is currently offline Faithless

 
Messages:439
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Location: The safe end of the barre...
It's not broken, I just added a "legal item" check, so you can't merge if the result is an illegal item.
Turns out a lot of the merge results actually have coolness 0 though, making them invalid.

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Master Sergeant
Re: New Attachment System Beta[message #258505] Thu, 05 August 2010 20:44 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
Thanks for the hint. Looks like I have to adjust the items.xml ...

If you leave that check in we need an updated items.xml. What do you think? Set coolness to 1?
That legal items check is used in other places in the code as well. I hope that change doesn't lead to problems somewhere else...


edit: What do you need that legal check for?

[Updated on: Thu, 05 August 2010 20:45] by Moderator

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Lieutenant
Re: New Attachment System Beta[message #258506] Thu, 05 August 2010 20:46 Go to previous messageGo to next message
Logisteric

 
Messages:3199
Registered:December 2008
Location: B
it may lead to enemies bringing all that stuff into battle - BAD IDEA

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Captain
Re: New Attachment System Beta[message #258507] Thu, 05 August 2010 20:48 Go to previous messageGo to next message
Faithless is currently offline Faithless

 
Messages:439
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Location: The safe end of the barre...
They choose from an item list. If the item is not on there they will not bring it.
Afaik it's the same for shops and quest items shouldn't be checked for validity.

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Master Sergeant
Re: New Attachment System Beta[message #258508] Thu, 05 August 2010 20:52 Go to previous messageGo to next message
Logisteric

 
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Registered:December 2008
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afaik anything with coolness not 0 is to their disposal

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Captain
Re: New Attachment System Beta[message #258509] Thu, 05 August 2010 20:54 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
A while back, setting items to coolness = 0 was a suggested way to keep "special" items from appearing in Merchant and Enemy inventories. I personally use it to temporarily disable items, without cleaning out entries from the merchant inventories. However I do see the point that it is somewhat redundant.

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Lieutenant

Re: New Attachment System Beta[message #258510] Thu, 05 August 2010 21:01 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
Well, if I change any coolness values then only the ones of merge results.
I'm not going to change any other items coolness because that is not necessary.

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Lieutenant
Re: New Attachment System Beta[message #258511] Thu, 05 August 2010 21:10 Go to previous messageGo to next message
Faithless is currently offline Faithless

 
Messages:439
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Location: The safe end of the barre...
Only possible problem I can find with making all coolness 0 items disappear is enemy perhaps picking launchables (grenades, rockets) that they would not have picked when the coolness was 0. Rest is all controlled by choice lists.

Merges do not produce launchables, however, so it doesn't matter.

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Master Sergeant
Re: New Attachment System Beta[message #258512] Thu, 05 August 2010 21:27 Go to previous messageGo to next message
silversurfer

 
Messages:2793
Registered:May 2009
They will pick up Molotov Cocktails now, also treated armor...

The rest of the ItemIsLegal check remains untouched. That means that the game will continue to check for Tons of Guns and Scifi. If the item belongs to one of these and the setting is not turned on the item will stay illegal.

edit: Btw. there is a flag 1 which will make sure that these items don't show up in the traders inventory even if someone puts them there. Wink

[Updated on: Thu, 05 August 2010 21:31] by Moderator

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Lieutenant
Re: New Attachment System Beta[message #258518] Thu, 05 August 2010 23:05 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
I was thinking earlier today of another way to possibly "Exploit/Abuse" NAS, specifically the new feature where a merger will give an item its pernament/default attachments discussed in smeagol's thread. Im wondering if this new feature will make possible a workable: Hot-Swappable-Barrels, something Khor and myslef worked on many years ago, but ultimately abandoned due to lack of control over how to make a barrel fail.

The old concept was an exploit of the Barrel Extender, unfourtunatly it kept falling off at about 70% status. I'm thinking that the old concept can work, but using a pernament/default attachment barrel. The proposed NAS feature would be used to reset the barrel when the merger takes place.

Just need clarification on the following:
Three Items
A) LMG with B) pernament/default attachment barrel
B) pernament/default attachment barrel
C) Replacement Barrel

A merger is setup so that Replacement Barrel(C) merges into LMG where both the LMG and the attached barrel are damaged to produce LMG(A) again, with thanks to the proposed feature attached Barrel item. I know the resulting LMG(A) will end up with the average of the status between the originl LMG(A) and Replacement Barrel(C), but does the same happen to the default pernament attachment(s)? or do they get reset to 100%?

EDIT: yeah the not buyable tag is what makes 0 Coolness redundant for inventory control.

[Updated on: Thu, 05 August 2010 23:07] by Moderator

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Lieutenant

Re: New Attachment System Beta[message #258519] Thu, 05 August 2010 23:13 Go to previous messageGo to next message
Faithless is currently offline Faithless

 
Messages:439
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Location: The safe end of the barre...
I see no reason why permanent attachments would be treated any differently.
With the current system, after merging the barrel would reset to the same status as the gun, so this should work. (again, for now Wink )

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Master Sergeant
Re: New Attachment System Beta[message #258595] Fri, 06 August 2010 22:48 Go to previous messageGo to next message
ko5ma

 
Messages:35
Registered:January 2010
Location: Poland
I seem to be having problems with new attachment slots...

In short:
- Created about 30 new entries in AttachmentSlots.xml, defined locations, tested on an item - so far so good
- Created new test weapon in Weapons.xml and Items.xml, added about 20 new attachments to Items.xml, added slot definitions to ItemSlotAssign.xml and AttachmentSlotAssign, tested - works fine
- Removed some of the previously defined slots from new weapon, added xxx to relevant entries in AttachmentSlotAssign.xml - poof, everything breaks down.

I'm trying to do something like this:

Test weapon - 2 slots, A and B
Attachment A in slot A adds slots A1, A2, A3, A4, A5 to weapon - works fine
Attachment B in slot B adds slots B1, B2, B3, B4, B5 to weapon - works, but additionally adds slots A1 and A2 for no apparent reason! If both A and B are installed i get a "double" slot that makes it impossible to remove attachment A1 until i remove attachment A or B.
Attachment A1 in slot A1 is supposed to add slot A6 to weapon - doesn't work at all
Interestingly - if i move around the B1-B5 definition in AttachmentSlotAssign.xml i sometimes get different "extra" slots, sometimes none...

What am i doing wrong? Thanks in advance.

EDIT: 1.13 is updated from SVN earlier today, NAS version JA_3547_NAS_0.503b from page 1.

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Private 1st Class
Re: New Attachment System Beta[message #258598] Fri, 06 August 2010 23:10 Go to previous messageGo to next message
Faithless is currently offline Faithless

 
Messages:439
Registered:October 2009
Location: The safe end of the barre...
Yes this was a bug in the XML reading.
It has been fixed and also the adding of slots has gotten a revamp.
So whatever the other thing was it has probably been replaced with some other bug now.

That being said, I'm just testing the new version a bit and then I'll release it here.

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Master Sergeant
Re: New Attachment System Beta[message #258602] Sat, 07 August 2010 00:05 Go to previous messageGo to next message
ko5ma

 
Messages:35
Registered:January 2010
Location: Poland
Thanks for the answer.

Found some further bugs - i'm not quite sure what caused this one, but atm i have 2 *different* instances of the same item - test weapon (item id 1364) with all 14 defined slots working correctly, and another 1364 with no defined slots and 4 default slots instead. Can be reproduced each time. No idea how to have it back to normal though...

I'm also testing a magazine size changing attachment, sometimes i get CTD after adding it to a weapon and then clicking the ammo unloader. Can be reproduced each time after reloading the game, but if i exit and enter the weapon description box it will not happen again.

EDIT: The first issue seems to be fixed by saving and reloading the game. Adding a new instance of the same item gives yet another sample with 4 default slots though.

EDIT2: Yet another bug, though i'm not sure if it's NAS- or 1.13 related: doesn't work at all.

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Private 1st Class
Re: New Attachment System Beta[message #258607] Sat, 07 August 2010 01:47 Go to previous messageGo to next message
Faithless is currently offline Faithless

 
Messages:439
Registered:October 2009
Location: The safe end of the barre...
Where did you get the items that didn't work?

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Master Sergeant
Re: New Attachment System Beta[message #258608] Sat, 07 August 2010 01:49 Go to previous messageGo to next message
ko5ma

 
Messages:35
Registered:January 2010
Location: Poland
Didn't seed them anywhere, just GABBI / Alt-W.

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Private 1st Class
Re: New Attachment System Beta[message #258609] Sat, 07 August 2010 01:51 Go to previous messageGo to next message
Faithless is currently offline Faithless

 
Messages:439
Registered:October 2009
Location: The safe end of the barre...
hehe.. those weapons just switch ID while they're created so I didn't init them.

I'll init them now though.

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Master Sergeant
Re: New Attachment System Beta[message #258611] Sat, 07 August 2010 01:54 Go to previous messageGo to next message
ko5ma

 
Messages:35
Registered:January 2010
Location: Poland
Great, thanks Smile. I suppose it'll also fix another issue i just found, default attachments not showing up when Alt-W'ing.

EDIT: BTW, is the limit of 10 default attachments hardcoded, or is there a way to increase it? I'm working on a certain project, and i could use a few more - 12, maybe 15 to be safe... Smile

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Private 1st Class
Re: New Attachment System Beta[message #258674] Sat, 07 August 2010 18:22 Go to previous messageGo to next message
Lepidosteus is currently offline Lepidosteus

 
Messages:95
Registered:November 2007
Location: Land of Buns.
Quote:
Multishot launchers with separate grenades are possible.


Would this be possible to implement with shotguns as well?

Say I want to load an AA-12 with a lockbuster first to open a door, then go nuts with explosive slugs afterwards :crazy:

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Corporal 1st Class
Re: New Attachment System Beta[message #258675] Sat, 07 August 2010 18:37 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Short answer: No.

Launchers fire grenades that are attached to the weapon, the grenade is then deleted. With NAS, it became possible to attach several grenades of varying types to the same launcher.
Normal weapons basically have an internal ammo count that just counts how many rounds are left.

There are plans to revise the munitions and magazine system, but the timeframe is 'in some months'.
And no, launchers have this ballistic trajectory fixed, you can't just create 'buckshot grenades' and disguise a launcher as a shotgun.

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Captain

Re: New Attachment System Beta[message #258680] Sat, 07 August 2010 19:01 Go to previous messageGo to next message
Faithless is currently offline Faithless

 
Messages:439
Registered:October 2009
Location: The safe end of the barre...
Quote:
Great, thanks smile. I suppose it'll also fix another issue i just found, default attachments not showing up when Alt-W'ing.
I can find nothing wrong with this in my latest exe. So I'll assume it got fixed by accident.

Quote:
Short answer: No.
Correct.

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Master Sergeant
Re: New Attachment System Beta[message #258758] Sun, 08 August 2010 15:59 Go to previous messageGo to next message
Faithless is currently offline Faithless

 
Messages:439
Registered:October 2009
Location: The safe end of the barre...
Update 0.60b:

  • Moved gun picture a bit to the left to allow 2 slots next to each other on the right.
  • Fixed game sometimes not knowing about altered slots.
  • Merged AttachmentSlotAssign.xml and AttachmentSlots.xml (Now there is just AttachmentSlots.xml)
  • Revamped the adding and removing of slots.
    Now you can add slots depending on the attachment ID, and if you want the item class / ID of the item it is attached to.
    It is no longer dependant on the slot the attachment was in, because this restricted the system.
    This change means it's now completely possible to add/remove slots in slots that were not originally on the gun.
  • Fixed a crash when attaching in certain cases.
  • Fixed grenade not attaching to the gun after adding the slot with the UGL.
  • Made the amount of aimclicks dependant on wether you are actually using your scope.
  • Added ini options to determine when a scope is considered "high powered"
  • Default attachments per item class for items that do not have slots assigned. This can also be turned on or off in the ini.
  • Fixed a 1.13 bug with reloadable rockets, also made semi-auto rocket launchers possible. Auto rocket launchers are still a problem.
  • Increased the max amount of default attachments to 20 (by request).
  • The result of merges is now checked for validity. This also means I had to change the coolness of these items to something that's not 0.
  • Some general speed/readability improvements for the source that I shall not bother you with.

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Master Sergeant
Re: New Attachment System Beta[message #258770] Sun, 08 August 2010 17:56 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
I've got more information on that weird issue where an item ends up using the previous item's slot configuration. It is not simplily setting the magazine to zero, but occurs when a weapon is generated with an empty magazine. Noticed that when I spliced in the .223 C-Mag, I forgot one magazine needed its class index adjusted, and ended up causing a specific gun to no longer have a default magazine when it is made to appear via cheat codes. That gun also ended up with no slots configured (the previous item had no slot configured). Fixing the magazine also fixed the slot appearing.

Pleased to report that the new .exe does not CTD with AttachmentSlots.xml built for the last Beta. No attachments attach, but I can see what I'm doing when I rearrange the slots. Old Savegames work as well so I'll be able to immediately test the adding/removing attachment feature once I get that far into conversion.

EDIT: noticed that civilians are talking to me again, and they are giving hints finally. The publically available code must have Rowan's fixes.

[Updated on: Sun, 08 August 2010 18:24] by Moderator

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Lieutenant

Re: New Attachment System Beta[message #258783] Sun, 08 August 2010 20:00 Go to previous messageGo to next message
Faithless is currently offline Faithless

 
Messages:439
Registered:October 2009
Location: The safe end of the barre...
Quote:
It is not simplily setting the magazine to zero, but occurs when a weapon is generated with an empty magazine.
Sounds like it's more a matter of the initing failing when the default ammo is not set.

Also, a lot of things have changed. Do the merging stocks behave funnily somehow? (especially with other attachments on the gun)

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Master Sergeant
Re: New Attachment System Beta[message #258789] Sun, 08 August 2010 20:37 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Partway done rebuilding the attachments to slot setup, so it was an incomplete test. So far the merger used for the folding stocks hasn't ejected any attachments, but when there are multiple possible slots available there is a tendency for attachments to move to some kind of "optimum" configuration for the game. The Upper Recievers are working just fine, no unwanted appearances of non-permnament default attachments (I don't have any permnament default attachments involved with the Upper Recievers yet).

[Updated on: Sun, 08 August 2010 20:38] by Moderator

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Lieutenant

Re: New Attachment System Beta[message #258796] Sun, 08 August 2010 21:26 Go to previous messageGo to next message
Faithless is currently offline Faithless

 
Messages:439
Registered:October 2009
Location: The safe end of the barre...
Quote:
when there are multiple possible slots available there is a tendency for attachments to move to some kind of "optimum" configuration for the game.
Yeah, that will happen sadly.
It's because I have the game remove all attachments, then try to re-attach them.
This is the only way to make sure the default attachments will actually fit.

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Master Sergeant
Re: New Attachment System Beta[message #258817] Sun, 08 August 2010 23:12 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
I'm getting a CTD with the folding stock system (FSS) on anything with a Inseparable default attachment. The mechanics of the FSS use the Easy merger to produce the same gun again and the other stock item. I'm guessing it doesn't like the fact that it is trying to create the default/pernamenet attachment in the slot already occupied with the very same default/pernament attachment.

EDIT:
Working on the adding/removing attachments. All seems good so far with the new function. Able to nest attachments in slots added by previous attachments. The mod does not have enough attachments to truely take advantage of this. The adding of slots also gave me more opportunities to test the multiple attachment slots, so far it is only cosmetic, no attachments are lost when the merger takes place.

Inseparable default attachments are appearing aas expected as the result of mergers. I'm going to have to setup a situation where Inseparable Default attachments are removed to properly test the other half, probably the G36 to G36RAS mods. Otherwise only the CTD described earlier.

EDIT2:
I've got some very bad news, it looks like merging with an item that contains a Inseparable default attachment results in a CTD. I setup the G36 RAS kit to convert a standard G36 with a Inseparable default attachment (optics), and got the same CTD that I saw earlier. Going the other way works fine though, the G36 Standard kit converts the G36RAS to the G36 and pops in the optics.

EDIT3:
I am able to replicate the CTD with today's release of AIM. Cheated my way to the airport, bought some FN SCAR and conversion kits, forced the delivery and crashed the game when trying to convert SCAR's with their inseparable default attached stocks.

[Updated on: Mon, 09 August 2010 05:57] by Moderator

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Lieutenant

Re: New Attachment System Beta[message #259023] Tue, 10 August 2010 22:34 Go to previous messageGo to next message
Faithless is currently offline Faithless

 
Messages:439
Registered:October 2009
Location: The safe end of the barre...
Version 0.61b is up. It fixes the CTD.
It claims to break your savegame, but it stills loads fine.
Don't know why the savegame version got increased, so no idea if it's a problem to load older savegames.

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Master Sergeant
Re: New Attachment System Beta[message #259065] Wed, 11 August 2010 00:58 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
It looks like someone else made a change to the .ini as the .ini I made from the 0.60B release is missing a few things. Still, no problems reusing the original savegames I packaged with the last public release of UC-1.13NAS.

Confirm the CTD with mergers and inseparable attachments is gone. AK-9, AS VAL, G36 with standard German Army dual optics all can have their stocks folded and unfolded without crashing the game.

Confirmed that the multi-shot rocket launcher works with the magazine set to 4. Unlike smeagol, I will not be separating the M202 Flash rockets into individual rounds. A month ago I gave up and set it to 8 rounds when I noticed that it was firing twice (once as a rocket and once as a grenade) for every shot intended. Nobody complained about it then so I forgot about it till smeaglo implemented it as well and ran into the same problem. You intervened with a proper solution before I got a chance to suggest ignoring the second shot and just set the magazine size to eight or two.

I will test the Map Editor later as I want to get another release posted before someone complains the current release doesn't work with the current NAS.

EDIT: The Map Editor included with the 0.61B is not placing objects with multiple default attachments. Oddly it is selecting which one default attachment to include differently from the older Map Editor.

[Updated on: Wed, 11 August 2010 15:12] by Moderator

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Lieutenant

Re: New Attachment System Beta[message #259243] Thu, 12 August 2010 02:17 Go to previous messageGo to next message
Faithless is currently offline Faithless

 
Messages:439
Registered:October 2009
Location: The safe end of the barre...
Strange, maybe it isn't using the CreateItem function.
Guess I'll actually have to go figure out how it works ^^

Edit:
By the way, for the people that had v0.60b, you just need to replace your exe with the one from 0.61b.
It fixes an important crash, so it's recommended.

[Updated on: Thu, 12 August 2010 02:31] by Moderator

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Master Sergeant
Re: New Attachment System Beta[message #259340] Fri, 13 August 2010 00:32 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Good thing I waited till 0.61B before pushing a new verson of the UC-113NAS Hybrid out the door. Too much stuff has changed in the XML's (some of it not even NAS related...)to risk waiting for the Map Editor. Also I don't think that many items will be affected, though I would like to make use of the multiple default items capability once it is ready.

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Lieutenant

Re: New Attachment System Beta[message #259387] Fri, 13 August 2010 16:54 Go to previous messageGo to next message
Faithless is currently offline Faithless

 
Messages:439
Registered:October 2009
Location: The safe end of the barre...
Also uploaded the same version of NAS but now in the latest SVN version, which includes STOMP 1.20. (I just compiled it, Sandro made STOMP and I think Rowa merged it with the latest version).

http://www.mediafire.com/?z0cfr4zq00tqm7m

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Master Sergeant
Re: New Attachment System Beta[message #259407] Fri, 13 August 2010 23:02 Go to previous messageGo to next message
svean is currently offline svean

 
Messages:63
Registered:August 2005
Maybe thats a silly question but tell me one thing:

How to merge things (like rod and string) when there is no attachment slot?

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Corporal
Re: New Attachment System Beta[message #259416] Sat, 14 August 2010 00:34 Go to previous messageGo to previous message
silversurfer

 
Messages:2793
Registered:May 2009
Which item doesn't have at least *one* attachment slot?

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Lieutenant
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