Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab  » HAM 5 Alpha - You know it!!
Re: HAM 5 Alpha - You know it!![message #294784] Fri, 09 December 2011 14:41 Go to previous messageGo to next message
Inkompetent is currently offline Inkompetent

 
Messages:22
Registered:November 2011
Location: Sweden
Agreed that the sector inventory function is to prefer. Like to prefer A LOT. That one is however really awesome!

Reason being that if I already have an ammo box anyway to store ammunition in, why would I want to split it into mags that are too big or small for the weapon(s) I want to use the ammunition for, just to squeeze it into pockets?

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Private 1st Class
Re: HAM 5 Alpha - You know it!![message #294786] Fri, 09 December 2011 15:07 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
Quote:
why would I want to split it into mags that are too big or small for the weapon(s) I want to use the ammunition for, just to squeeze it into pockets?


To carry it.

Currently a merc can carry exactly 1 crate: in his hands. This is exceptionally ridiculous if you have a crate with a few bullets in it (and no weapon / donkey to convert it into carryable-sized items), and have to move your crates one at a time. So now instead, you can simply split the crate. The game automatically determines the size of the magazines that will minimize how much space they take up. This makes for easy transportation.

If you need ammo for your GUN, there's already a feature for that: pick up the crate and click on the gun in your hand to split it into a few mags for that gun. The transformation, however, requires no other item but the crate (heck, that's the whole point in transformations). And if you still want to carry only magazines of a certain size, do the split in the sector inventory like I showed above, and you get the exact size of magazines you require.

And after transportation/use, you can always remerge the ammo back into crates!

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Sergeant Major

Re: HAM 5 Alpha - You know it!![message #294793] Fri, 09 December 2011 16:49 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
I 2nd HR's thoughts: It's a convenient way to fill a mule's pockets ... Smile

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Sergeant Major
Re: HAM 5 Alpha - You know it!![message #294797] Fri, 09 December 2011 17:10 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
Still not impressed?

REVERSE POWERRRRRR!!!!!

http://img.photobucket.com/albums/v726/Headrock/Jagged%20Alliance%202/HAM/HAM%205/SortAmmoButton.png

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Sergeant Major

Re: HAM 5 Alpha - You know it!![message #294799] Fri, 09 December 2011 17:33 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
The magic of this head rocks! Very Happy

Pls, do add all other sorting like functions that have to be performed in tactical ATM (like SHIFT+F, SHIFT+S etc.) there as a button! Smile

:super:

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Sergeant Major
Re: HAM 5 Alpha - You know it!![message #294800] Fri, 09 December 2011 17:39 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Yeah, that would save a lot of tabbing back and forth between tac and strat view during long management sessions to keep the inventory from achieving total entropy.

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Captain

Re: HAM 5 Alpha - You know it!![message #294805] Fri, 09 December 2011 19:14 Go to previous messageGo to next message
Redwolf is currently offline Redwolf

 
Messages:41
Registered:July 2009
Headrock
Still not impressed?

REVERSE POWERRRRRR!!!!!

http://img.photobucket.com/albums/v726/Headrock/Jagged%20Alliance%202/HAM/HAM%205/SortAmmoButton.png

You might want to make a selection for what ammo types to crate...

Edit: Sorry, I'm a dumbass, hours after posting this I was wondering where in a merc's inventory you can have a stack of 2 guns by default, and how you got a gun that far up anyhow...

Then I was like "The inventory of a merc doesn't have a magnifying glass, wth!?"

Sector inventory...

*facepalm*

Oh, and as far as impressed goes, you had me at:
Headrock
UPDATE

[Updated on: Fri, 09 December 2011 20:40] by Moderator

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Corporal
Re: HAM 5 Alpha - You know it!![message #294811] Fri, 09 December 2011 23:50 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
http://img.photobucket.com/albums/v726/Headrock/Jagged%20Alliance%202/HAM/HAM%205/Filters_1.png

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Sergeant Major

Re: HAM 5 Alpha - You know it!![message #294813] Fri, 09 December 2011 23:58 Go to previous messageGo to next message
Redwolf is currently offline Redwolf

 
Messages:41
Registered:July 2009
wow...

just... wow...

I wonder what he'll do with the rest of the space, we'll end up having buttons that make us coffee, or do our dishes!

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Corporal
Re: HAM 5 Alpha - You know it!![message #294821] Sat, 10 December 2011 01:22 Go to previous messageGo to next message
Redwolf is currently offline Redwolf

 
Messages:41
Registered:July 2009
Monade
Now it becomes more and more a new masterpiece! Is it also vice versa possible? Instead of hide show only "xxx"?

My suggestion is two buttons, one for all the hides, and another with all the shows.

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Corporal
Re: HAM 5 Alpha - You know it!![message #294823] Sat, 10 December 2011 01:35 Go to previous messageGo to next message
Headrock

 
Messages:1760
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Location: Jerusalem
My suggestion is even better.

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Sergeant Major

Re: HAM 5 Alpha - You know it!![message #294826] Sat, 10 December 2011 03:53 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
UPDATE

HAM 5.3 Alpha has been uploaded. Link is in the opening post.

The feature of the day is Inventory Filters. There are currently two buttons, each opening a different menu. The first button (THE EYE!!!) allows you to toggle any class of items on and off. The second button (THE EYE 1!!!) allows you to choose and display only items from one specific group.

This is a basic version, made simply to be a placeholder until I can get a nicer-looking version done - with extra goodies of course.

No update to the feature list tonight - I can't be assed. Play HAM 5.3, you'll figure it out for yourself very quickly. Smile

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Sergeant Major

Re: HAM 5 Alpha - You know it!![message #294833] Sat, 10 December 2011 12:13 Go to previous messageGo to next message
Faithless is currently offline Faithless

 
Messages:439
Registered:October 2009
Location: The safe end of the barre...
Applied a simple fix, making the AI assume the tile next to smoke is also dangerous.
If smoke expands with more than one tile, it's still a problem though ( but I'm lazy by nature Smile ).

On another note, if anyone is seeing the enemy taking cover and not advancing towards you while they *can't* see you (Red Alert mode), please tell me. It can happen sometimes, but it shouldn't happen all the time.

Any other comments about stupid things the AI does are appreciated.

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Master Sergeant
Re: HAM 5 Alpha - You know it!![message #294842] Sat, 10 December 2011 14:43 Go to previous messageGo to next message
PasHancock is currently offline PasHancock

 
Messages:720
Registered:February 2011
Location: Estonia,Tallinn
Well it would be better if AI wouldn't run toward my Mercs for some H2H battle if they see other mercs around(near they're target who they want to attack).Its just stupid when AI goes for some H2H battle when there is other mercs around

I also think that AI shouldn't shoot when they they're comrade stands forward to them,they just kill they're comrade because of a suppression fire or a headshot or just wounds them.

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First Sergeant
Re: HAM 5 Alpha - You know it!![message #294845] Sat, 10 December 2011 17:49 Go to previous messageGo to next message
Luppolo is currently offline Luppolo

 
Messages:150
Registered:July 2009
question, except suppression bursts (that still requires at least one enemy to see your mercs right?), does the enemy ever consider shooting while not seeing you?

if the ai could shot in the general direction the threat is coming from will make the game endlessly better and challenging

basically right now you can just hold position in a place with cover and kill people as they come by as long they don't heavily outnumber you, if they could blindly return fire it would be much different, especially taking suppression in account

a single soldier with a good rifle can take care of 3-4 people at once if they have no room to spread out (which they don't do anyway), if those 3-4 soldiers start shooting back all at once in your direction, maybe no one will hit you but still suppress you, then get close, rinse and repeat

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Staff Sergeant
Re: HAM 5 Alpha - You know it!![message #294847] Sat, 10 December 2011 19:02 Go to previous messageGo to next message
Luppolo is currently offline Luppolo

 
Messages:150
Registered:July 2009
if walls block line of sight the code must have something to distinguish them from the rest of the scenery and can use it to prevent ai to do that


plus they shouldn't shoot to every noise they hear, but to react to incoming fire which is much unlikely to come from a wall


but a difficulty setting where ai shoots where it hears noise could be fun

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Staff Sergeant
Re: HAM 5 Alpha - You know it!![message #294849] Sat, 10 December 2011 19:15 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
I fear that enemy (and militia!) would then tend to shoot themselves even more often.

Furthermore, when the suppression is applied that unaimed and from probably far away you would not suffer much suppression shock, i'd guess (and everybody could easily counter that by recruiting deputies/squadleaders).

So it would be IMHO more effective if we could AI make looking into direction player's shots came from by use of scopes, binos etc. instead of firing blindly around wasting ammo.

YMMV.

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Sergeant Major
Re: HAM 5 Alpha - You know it!![message #294850] Sat, 10 December 2011 20:05 Go to previous messageGo to next message
reVurt is currently offline reVurt

 
Messages:61
Registered:March 2007
Location: The Great White North, eh...
Awesome work, Headrock!

Found a reproducible bug in 5.3 Alpha. If I'm browsing sector inventory in the big item mode, and use the new eye-con to the far right to filter the view, it crashes to desktop when I click to select an actual option.

Cheers, and thanks for all the hard work!

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Corporal
Re: HAM 5 Alpha - You know it!![message #294852] Sat, 10 December 2011 21:21 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
UPDATE

I've uploaded HAM 5.3.1 Alpha. Link is in the opening post as usual.

In this version, I've gone back to using only one filter button (THE EYE!!!). It allows toggling item sets on and off, showing all or hiding all. The menu stays open and the inventory updates behind it, so you can see the effect of toggling the sets. This will be how the final version will behave... only with no popup. Razz

Also included are two new SORT features, mimicking SHIFT+S and SHIFT+F (I think): ejecting ammo and separating all attachments. They only apply to the item set(s) that are currently visible.

Finally, this version includes Warmsteel's latest AI change regarding gas clouds. The AI will now attempt to stay at least one tile away from gas (that is, at least one non-gas tile between the cloud and the enemy) to account for possible cloud expansion.

Enjoy!

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Sergeant Major

Re: HAM 5 Alpha - You know it!![message #294853] Sat, 10 December 2011 21:25 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
Quote:
Found a reproducible bug in 5.3 Alpha. If I'm browsing sector inventory in the big item mode, and use the new eye-con to the far right to filter the view, it crashes to desktop when I click to select an actual option.


Hi there Revurt, good to see you.

With regards to your bug, I've removed the second button anyway since it made little sense. But I would ask you to try crashing the sector inventory again if you can Smile

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Sergeant Major

Re: HAM 5 Alpha - You know it!![message #294867] Sun, 11 December 2011 01:33 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
UPDATE

I've uploaded HAM 5.3.2 Alpha. Link is in the opening post as usual.

This version features two new things related to the sector inventory (yeah, this'll continue for a few more versions):

1) A Merge & Stack button, which will merge and stack all items in the sector inventory... duh.
2) When holding ALT, the sale price of the top item in each slot is displayed on the screen. When holding ALT+SHIFT, the total price of all items in each stack is displayed.

Enjoy!

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Sergeant Major

Re: HAM 5 Alpha - You know it!![message #294869] Sun, 11 December 2011 03:04 Go to previous messageGo to next message
reVurt is currently offline reVurt

 
Messages:61
Registered:March 2007
Location: The Great White North, eh...
Headrock
With regards to your bug, I've removed the second button anyway since it made little sense. But I would ask you to try crashing the sector inventory again if you can Smile


Well, I can't crash your inventory anymore (I keep clicking that spot and nothing happens!), but I think I may have found another bug, which I've just reproduced in 5.3.2a.

If you dump a bunch of guns into the sector inventory, and click the "eject all ammo" button, it does so perfectly. If you add another gun with ammo to the sector inventory and try again, it doesn't do anything at all. If you close the sector inventory, reopen it, and click the "eject all ammo" button again, it does so without any problems. If you take a gun, reload it, put it back in sector inventory, and click the button, it works. If you add yet another gun to the mix and try again, it won't work. If you then take an empty gun from the sector inventory, reload it, put it back, and try the button, then only that gun gets emptied.

At a guess, you probably forgot to update the list that holds the sector guns whenever you drop a new gun into the sector inventory.

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Corporal
Re: HAM 5 Alpha - You know it!![message #294870] Sun, 11 December 2011 03:05 Go to previous messageGo to next message
Redwolf is currently offline Redwolf

 
Messages:41
Registered:July 2009
Headrock
Finally, this version includes Warmsteel's latest AI change regarding gas clouds. The AI will now attempt to stay at least one tile away from gas (that is, at least one non-gas tile between the cloud and the enemy) to account for possible cloud expansion.

This seems to not work. Or at least it doesn't make npc's move away from a cloud that will/might expand.

I wasn't able to witness if they will stay one tile away when moving there.

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Corporal
Re: HAM 5 Alpha - You know it!![message #294872] Sun, 11 December 2011 03:42 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
reVurt

At a guess, you probably forgot to update the list that holds the sector guns whenever you drop a new gun into the sector inventory.


Actually no, it was a preexisting problem from 1.13 that is only coming up now that I'm doing more complex things with the inventory. I've fixed it though, and will re-upload shortly. Thanks for the bug report!

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Sergeant Major

Re: HAM 5 Alpha - You know it!![message #294873] Sun, 11 December 2011 03:45 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
REUPLOADED

HAM 5.3.2 has been reuploaded. You only need the new EXE.

This reupload hopefully solves any problems related to sort/filter commands skipping items that are placed into the inventory while it is open.

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Sergeant Major

Re: HAM 5 Alpha - You know it!![message #294874] Sun, 11 December 2011 04:29 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
REUPLOAD

HAM 5.3.2 Alpha has been reuploaded. You only need the EXE from the zip file.

This version fixes a bug in Green Eggs whereby an AI soldier attempts to reload his weapon for suppression fire while having no suitable ammo in his inventory - leading to an unhandled crash.

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Sergeant Major

Re: HAM 5 Alpha - You know it!![message #294877] Sun, 11 December 2011 12:32 Go to previous messageGo to next message
Faithless is currently offline Faithless

 
Messages:439
Registered:October 2009
Location: The safe end of the barre...
*cough* sorry bout that... Wink

Quote:
if the ai could shot in the general direction the threat is coming from will make the game endlessly better and challenging

They already do this, but in the form of suppression.
Though I guess aimed bursts might be a good idea aswell, if their CTH is good enough.

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Master Sergeant
Re: HAM 5 Alpha - You know it!![message #294878] Sun, 11 December 2011 12:44 Go to previous messageGo to next message
Luppolo is currently offline Luppolo

 
Messages:150
Registered:July 2009
WarmSteel
*cough* sorry bout that... Wink

Quote:
if the ai could shot in the general direction the threat is coming from will make the game endlessly better and challenging

They already do this, but in the form of suppression.


no they don't, only if at least one enemy sees you they might have someone out of visual range shot at you, and still they do it too rarely to pose any actual threat

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Staff Sergeant
Re: HAM 5 Alpha - You know it!![message #294879] Sun, 11 December 2011 15:12 Go to previous messageGo to next message
BigBadWolf is currently offline BigBadWolf

 
Messages:7
Registered:October 2010
Headrock

Also works when the crate is in the sector inventory, but in that case you get to choose exactly which magazines you want to get, and the game just creates as many of those as it can!
http://img.photobucket.com/albums/v726/Headrock/Jagged%20Alliance%202/HAM/HAM%205/CrateSplit_7.png

Enjoy!


Thanks so much for all the hard work.

Concerning the issue of ammo crate splits, I was wondering if it would be possible for you to add/change the choice in the sector inventory options to one that converts to ammo boxes. They are just as easy to haul around, and IMHO would lead to far less clutter in the inventory panel.


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Private
Re: HAM 5 Alpha - You know it!![message #294882] Sun, 11 December 2011 15:45 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
BigBadWolf
Concerning the issue of ammo crate splits, I was wondering if it would be possible for you to add/change the choice in the sector inventory options to one that converts to ammo boxes. They are just as easy to haul around, and IMHO would lead to far less clutter in the inventory panel.


That's already in HAM 5.3x: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=294797#Post294797

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Sergeant Major
Re: HAM 5 Alpha - You know it!![message #294883] Sun, 11 December 2011 15:54 Go to previous messageGo to next message
Redwolf is currently offline Redwolf

 
Messages:41
Registered:July 2009
ammo boxes?

And I think he doesn't mean crates, as they definitely aren't "just as easy" to haul around...

I was able to find boxes in items.xml:
7.62x54R Box
200 round box of 7.62x54 full metal jacket ammo.
27

But unfortunately only for this caliber.

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Corporal
Re: HAM 5 Alpha - You know it!![message #294885] Sun, 11 December 2011 16:01 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
That's just the belt for the Pecheneg/PKM.
What he means are the retail boxes smeagol uses in AIMNAS. There's no difference between them and a regular magazine though, which means
1) You can obtain them by splitting a crate just as shown in the pic.
2) They are near impossible to identify and thus can't be created by the 'consolidate ammo' button.

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Captain

Re: HAM 5 Alpha - You know it!![message #294886] Sun, 11 December 2011 16:13 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
In stock 1.13 there are no "ammo boxes" (as opposed to e.g. AIMNAS); if a certain caliber offers 100 or 200 bullet mags for MGs, then they are included into the split-into-x option i'd assume.
(As shown in the pic: 100rd C-Mag is largest "box" available for 9x19)

JFTR: The "box" you found is the "normal" mag size for the PKM family MGs

[Updated on: Sun, 11 December 2011 16:15] by Moderator

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Sergeant Major
Re: HAM 5 Alpha - You know it!![message #294887] Sun, 11 December 2011 16:23 Go to previous messageGo to next message
reVurt is currently offline reVurt

 
Messages:61
Registered:March 2007
Location: The Great White North, eh...
Headrock
Actually no, it was a preexisting problem from 1.13 that is only coming up now that I'm doing more complex things with the inventory. I've fixed it though, and will re-upload shortly. Thanks for the bug report!


That makes sense. In previous versions of 1.13, I seem to recall being able to use the hotkeys to eject ammo from dropped weapons only from the tactical screen--it would never work if I tried it from the strategic screen, with or without the sector inventory open. In that case, the sector inventory screen would be guaranteed closed, which fits with my observed behaviour.

And you're the one doing all the heavy lifting on this, I'm only happy to help out in my small way.

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Corporal
Re: HAM 5 Alpha - You know it!![message #294889] Sun, 11 December 2011 17:04 Go to previous messageGo to next message
BigBadWolf is currently offline BigBadWolf

 
Messages:7
Registered:October 2010

As was noted by the other posters, I meant "ammo box", which is available in AIMNAS. It's been so long since I've played regular 1.13 that I forgot they were not included.

I take it, due to the nature of ammo crates, that they are not suitable for transformations as part of that process.

Still, my question to Headrock stands - is there a possibility of having the option added?

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Private
Re: HAM 5 Alpha - You know it!![message #294890] Sun, 11 December 2011 17:16 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
@ Bigbadwolf & others:

It is theoretically possible to merge magazines into either the smallest or largest non-ammocrate variant of their caliber, but as everyone pointed out some calibers only come in either small magazines or large crates - with no large box variants in between. As far as I know, only AIMNAS has non-ammocrate boxes for each caliber.

In any case, crates are by far the best way to store ammo in a sector - and the new crate-splitting and sector-inventory-merging functions in HAM make it significantly easier to move them about.

What does bother me though is the relatively new behavior (dunno when it was added, but I don't remember it from last year) of clicking ammocrates on weapons. For some strange reason, it is not possible to load a weapon directly from an ammo crate (i.e. open a weapon's DB, grab a crate and click it on the weapon's "Eject ammo" button - nothing will happen). Also when clicking a crate on a weapon in the merc's hands, the weapon is not loaded - instead you get a few magazines of the correct size in the merc's inventory. I'd like suggestions on the best way to improve this behavior.

Quote:
That makes sense. In previous versions of 1.13, I seem to recall being able to use the hotkeys to eject ammo from dropped weapons only from the tactical screen--it would never work if I tried it from the strategic screen, with or without the sector inventory open. In that case, the sector inventory screen would be guaranteed closed, which fits with my observed behaviour.


I'm not sure why the sorting was enabled only through the tactical screen - as you saw it only took me a few days to reprogram all four sorting features to work directly with the sector inventory. It's likely that it's only possible now because of the work done in the past on making sector inventories accessible when the sectors themselves are not loaded into memory at all - but that work was completed a long time ago IIRC.

Also the problem you helped discover had nothing directly to do with the sorting functions - it's an oversight caused by some test feature that was included in 1.13 and then - for god knows what reason - enabled only in DEBUG mode. To avoid bugs, it was necessary to make at least some parts of that feature work regardless of debug mode - which is what I eventually did. I hope it works.

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Sergeant Major

Re: HAM 5 Alpha - You know it!![message #294891] Sun, 11 December 2011 17:19 Go to previous messageGo to next message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
Quote:
Still, my question to Headrock stands - is there a possibility of having the option added?


Since AIMNAS is only one mod, and not all mods (including basic 1.13) have such boxes, the answer is no. I am not going to make mod-specific features, since that would require the mod to be shipped with its own EXE... and thus require constant updates to stay in line with basic 1.13. The only solution would be for AIMNAS to remove all its ammo crates (if it even has any) and flag all ammo boxes as crates - though I cannot predict how that might change the way they work. This is basically the same as reducing the number of bullets in the existing ammo crates, and possibly reducing their size as well to allow them to be carried...

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Sergeant Major

Re: HAM 5 Alpha - You know it!![message #294892] Sun, 11 December 2011 17:36 Go to previous messageGo to next message
BigBadWolf is currently offline BigBadWolf

 
Messages:7
Registered:October 2010

Thanks for the quick reply. I completely understand your position on dealing with single mods.

I suppose I'll try a few experiments, but could you elaborate on how the split mechanism works. If, for example, it keys off of the existing magazine options, wouldn't any new magazine sizes (ie - ammo boxes) be included? Or are the choices hard-coded?

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Private
Re: HAM 5 Alpha - You know it!![message #294893] Sun, 11 December 2011 17:46 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
Headrock
What does bother me though is the relatively new behavior (dunno when it was added, but I don't remember it from last year) of clicking ammocrates on weapons. For some strange reason, it is not possible to load a weapon directly from an ammo crate (i.e. open a weapon's DB, grab a crate and click it on the weapon's "Eject ammo" button - nothing will happen). Also when clicking a crate on a weapon in the merc's hands, the weapon is not loaded - instead you get a few magazines of the correct size in the merc's inventory. I'd like suggestions on the best way to improve this behavior.


IIRC clicking the crate on a weapon (regardless if this weapon is already loaded or not) was the only way to get ammo out of a crate again.
Since this is no longer necessary with your changes, this option could be completely dropped in HAM now.

So I'd suggest that clicking a crate on a "fitting" weapon simply reloads that gun to max (same as reloading out of a larger mag ATM).

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Sergeant Major
Re: HAM 5 Alpha - You know it!![message #294895] Sun, 11 December 2011 17:58 Go to previous messageGo to previous message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
Quote:
I suppose I'll try a few experiments, but could you elaborate on how the split mechanism works. If, for example, it keys off of the existing magazine options, wouldn't any new magazine sizes (ie - ammo boxes) be included? Or are the choices hard-coded?


When splitting a crate while it is in the sector inventory, the game makes a list of all magazine items of the same caliber and ammotype that are not themselves ammocrates. I don't know AIMNAS well enough to tell you whether ammo boxes fit this description. If they are flagged as ammocrates (see Items.XML) then they wouldn't appear on the list.

When splitting a crate while it is being held in a merc's hands, the program doesn't try to create the largest magazines it can - but rather to create magazines of the exact sizes needed to fill the merc's pockets with as much ammo as possible.

Quote:
Since this is no longer necessary with your changes, this option could be completely dropped in HAM now.


The thing is that this feature IS still useful - for quickly creating the magazines for the specific gun held by a merc. With crate-splitting you could create those magazines - but you'd have to check first which magazine size you need by examining the gun (assuming you don't know by heart how many bullets it takes). So this is a good quick way of creating exactly the magazines you need - and not too many of them. Therefore there is still some use to it, though I think there must be a better way to handle it.

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Sergeant Major

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