Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Trivial Psychic on December 29, 2011, 11:14:51 pm
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Pretty much self-explanatory. I don't see any evidence that this already exists. I think it would be beneficial for the engine to automatically calculate and display the expected shots capacity for an ammunition-based primary weapon in the loadout screen prior to mission launch, in the same way that it lists secondary capacity. It would go far for mods where slugs from one gun has a greater destructive potential per shot than another, but you can only carry a quarter the ammo.
Potential?
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Could use it for our purposes.
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id like to know how much ammo im getting when i equip a particular weapon. obviously the low calibur gun has more ammo capacity and a beefier gun has less but better ammo. i kinda like to reduce the total firing times on better weapons to benefit the player with good aim and to cripple the ammo sprayers out there who would be better off with the lesser gun. we can already do all of that but it would be nice to see some information about how much ammo you currently have loaded. based on your weapon selection, perhaps in total ammo or total fire time for the weapon.
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The Unification War did something like this by noting somewhere that the weapon had a high, medium, or low capacity magazine, but I forget how they did that.
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probably just adding that info to the loadout information displayed for selected weapons in the loadout screen. this data can be added to the +Description: tag. ive done that before. your kinda limited to about 4 lines of text though. this text can be whatever the **** you want it to be, and can be assigned on a weapon by weapon basis. you cant really say how much ammo a particular weapon will actually have when equipped to a certain bank, but you can standardize your bank sizes. would actually be cool if you could insert text codes in description text, which are replaced with various informations, like how many rounds you get in the current bank with he currently applied weapon.
perhaps also include a second description field for equipped weapons and use the stock description as the one to use with available weapons (but not currently equipped). like when you click on a weapon in the selection you get a general weapon description, but if you click on a weapon equiped to a certain bank, you get a description detailing how that weapon works with that bank (such as how many rounds or if the bank permits autoaim). id actually at some point like to see a customizable loadout screen. doing it with scripting you would need an indexer to the team loadout and another one to gain access to the wing slots. this would allow you to set the loadout through scripting. though a non-scripted solution for the masses is probably preferable. i want to see things like display of external weapons and weapon selection for turrets and countermeasures (and potentially tertiaries). this of course would probably be pending an overhaul of the ui system.
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I get tempted to rewrite the entire bloody thing every so often. It's just so needlessly complicated.
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How's Diaspora handling this out of curious curiousity? :)
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Pretty much the way everything else has handled it. That's why I want to rewrite everything. It took a ridiculously long amount of time to code a solution for the locked flag locking both weapons and ships and even after I coded it a month ago I'm still not happy that it hasn't got bugs in it (which is why it's not committed).