Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: karajorma on July 02, 2003, 09:30:59 am
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How hard would it be to add a button to the loadout screen that if ticked allowed you arm a whole wing with the selected weapon rather than just that ship?
Arming alpha, beta and gamma wings can be a bit of chore when you have to do it ship by ship and that often means that I go out into a mission with my ships armed with prom R's or subachs when there are still maxims and Kaysers available.
Admittedly you'd need some system to warn the player when a weapon type had run out meaning that for example, there were no more missiles to load onto Alpha 4.
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I've been wanting one of there ever since I found out how to change my loadout :nod:
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I found out how to change my loadout when I played a real FS2 misison for the first time.
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Well aren't you the guru of FS2
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Originally posted by diamondgeezer
Well aren't you the guru of FS2
:lol:
Woolie, try playing a mission where you have to rearm all 12 ships in Alpha, Beta and Gamma wings and then try telling me that you wouldn't rather be able to rearm the whole of each wing in a few mouse clicks.
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I actually like the idea of group refitting, but I think it's not necessary if the mission designer has the intelligence to give you a good loadout beforehand.
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What if he does give you a good loadout, but you'd rather have your wingmen use Trebuchets instead of Harpoons. Now we're back to square one.
I think this is an excellent idea.
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Agreed. This would be incredibly useful, and save a lot of tedious click-dragging. Do it!!
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Let's say, you click an icon in the center of the four-icon ship diamond to select all ships of that wing. Then you drag ships and weapons like normal. Your changes are applied across all selected ships. If there's a conflict (say, if Beta 2 has Harpoons and Beta 1, 3, and 4 has Hornets) then that particular bank is emptied for all selected fighters.
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would the same be true for ships? and would the change over all only affect wings with all of the same type of ship?
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Originally posted by GalacticEmperor
Let's say, you click an icon in the center of the four-icon ship diamond to select all ships of that wing. Then you drag ships and weapons like normal. Your changes are applied across all selected ships. If there's a conflict (say, if Beta 2 has Harpoons and Beta 1, 3, and 4 has Hornets) then that particular bank is emptied for all selected fighters.
I don't really see the problem in your example. If you want to give your wingmen different loadouts you shouldn't be using the Arm Wing button anyway. :confused:
Here's how I see it working. When you click the Arm Wing button the view automatically switches to the last ship in the wing (cause if there are problems they'll show up on the last ship).
If you drag a weapon onto the ship it adds that weapon to the other ships in the wing first so if the icon disappears but the ship on screen is left with an empty hard point you know that you didn't have enough of that particular weapon to arm all the ships.
If that happens you will of course have to click off the Arm Wing button and arm the ships individually but most of the time it should make things much easier.
Analazon raises the biggest problem (wings with different fighters) but that can easily be solved by making the button only work when all the fighters in the wing are the same type or by making it so that the player can choose which fighters are being affected (I.e shift-click on all the ships he wants to arm) which must all be of the same type.
The second one would probably be harder to code but it would allow you to arm 2-3 wings at the same time if they are all composed of similar ships.
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ooh, the shift+click idea is good, that'd make the most sense, it would only work for the same types of ships & would overwrite the current loadout. This is most definitely should be implimented :yes:
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Remember that you can have different ship types in a single wing, so there'd need to be code to get round different bank configs and so on...
Sid.
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Originally posted by Analazon
ooh, the shift+click idea is good, that'd make the most sense, it would only work for the same types of ships & would overwrite the current loadout. This is most definitely should be implimented :yes:
Yeah. The more I think about it Shift-click is the best way to go. It allows you to do everything I wanted and doesn't require a new interface button and ani.
Originally posted by SadisticSid
Remember that you can have different ship types in a single wing, so there'd need to be code to get round different bank configs and so on...
Sid.
Thought I'd just suggested a simple solutions for that one :) If you simply say that after you have selected the first fighter you can only shift-click on fighters of the same type you eliminate the problem
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Shift-click has my vote :yes:
What if you shift-clicked the banks you wanted replicated, and that setting was applied across all similar fighters in the wing? Shift-clicking on the fighter icon could replicate the entire loadout, but if you wanted to give, say, all fighters the same primary settings but use different secondaries (like to allow the player to have Trebs while arming the wingmen with Hornets) you could do this by setting up the first ship and then shift-clicking on the primary slots to change the other similar ships in the wing. The way I'd think is to have the change only effect the class of ship you are working from, as you will usually be doing each loadout in a specific way anyway if you are using multiple ship types.