(Put Down)Project Armory Addon

Started by mrofa, April 13, 2015, 05:43:58 PM

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mrofa

Was redone as modders resource, current working version can be found here, named Weapons and Stuff

Im making a addon for project armory, that allows guns to use special ammo and since evul is kinda very busy i need help with testing this.
Current state is stable atleast i didnt find any problems with it(thats what is worring me the most).
So if any one is able to do some guns with new options and test them if there are some errors or other wierd issues i would appreciate.
Here is the link (Updated to A10)
There is HowTo.xml inside the mod folder with detail regarding new options.

All i do is clutter all around.

Saularian

It works pretty great :) I'll be cooking up something devious I'm having in mind  8) Let you know if it works

mrofa

#2
Cool thanks alot :)

Edit updated to A10:
Changed how bullets and ammo is added in xml.
Ammo is now used based on position in pawn inventory and not xml list.
Made the drop zone with store options for fun :D
Edit2:
Added a return to owner option for bummumerang like mode.
Added rotation option tho the bullet

Everything new is in HowTo.xml
All i do is clutter all around.

Nimrod

Quote from: mrofa on April 14, 2015, 12:38:17 PM
Cool thanks alot :)

Edit updated to A10:
Changed how bullets and ammo is added in xml.
Ammo is now used based on position in pawn inventory and not xml list.
Made the drop zone with store options for fun :D
Edit2:
Added a return to owner option for bummumerang like mode.
Added rotation option tho the bullet

Everything new is in HowTo.xml

Holy mother I almost overlooked this one!

Being able to use ammo in game interests me immensely - I have so many questions! Can you define via xml which guns need to use ammo? Can you make different ammo clips/boxes/etc that hold different amount of ammo? How do you get your pawns to use the correct ammo? :D

I am so gonna check this out - I am using your dll already for the explosive effect of certain rounds and the fragmentation which are both a massive boon for the game in my opinion.

Thanks for all the great work so far!


mrofa

Its implemented into project armory now.

Guns have thier basic ammo which is unlimited and they also got special ammo which is limited to ammount that pawn got in thier inventory.

Guns can have many diffrent special ammo like the example carabin in this mod.
Ammo boxes are basicly ammo clips you can change thier max size via vanilia <stacksize> option.
Ammo will be used automaticly thrugh, and pawn will use first ammo in his inventory that match the specific in weapon xml
Its all done to work in xml so check HowTo.xml
All i do is clutter all around.

Nimrod

Quote from: mrofa on May 15, 2015, 11:53:21 AM
Its implemented into project armory now.

Guns have thier basic ammo which is unlimited and they also got special ammo which is limited to ammount that pawn got in thier inventory.

Guns can have many diffrent special ammo like the example carabin in this mod.
Ammo boxes are basicly ammo clips you can change thier max size via vanilia <stacksize> option.
Ammo will be used automaticly thrugh, and pawn will use first ammo in his inventory that match the specific in weapon xml
Its all done to work in xml so check HowTo.xml

I will do that, thank you!
Is it possible to define that a gun has no unlimited standard ammo? ( I see in my mind a game mod where all ammo is limited and needs to be looted/traded/crafted :D - so ammo may run out during a firefight for me and for the raiders)



mrofa

Base gun ammo is unlimited, i did try limited part but it didnt end well.
Did a switch to meele after ammo is depleted ..... never again i prefer 100 raider to shoot at me and not charge at me ;p
Also canepids bahave strange when they cant shoot.
So basicly if you got special ammo in inventory pawn will use it automaticly, if you dont have special ammo in inventory he will shot with standart bullets
All i do is clutter all around.

Nimrod

Quote from: mrofa on May 15, 2015, 12:33:32 PM
Base gun ammo is unlimited, i did try limited part but it didnt end well.
Did a switch to meele after ammo is depleted ..... never again i prefer 100 raider to shoot at me and not charge at me ;p
Also canepids bahave strange when they cant shoot.
So basicly if you got special ammo in inventory pawn will use it automaticly, if you dont have special ammo in inventory he will shot with standart bullets

I understand the limitation and the problem it might bring. Cool to see you tried it. :D
What I was looking for was an xml switch like <NoUnlimitedAmmo> true/false - so one could make some guns who don't have unlimited base ammo - just leave the mechanoid stuff (and others who make trouble) as is. seeing pawns without ammo switch do melee would be awesome :D (and if one could get a mod to equip ranged AND melee - wow - right now its possible to make a ranged weapon that also has a melee attack - easy)

I will check your mod in detail tomorrow. Thanks for your replies!

Nimrod

hey!

I tried to make some sense from the howto and the xml files you provide...

Is it correct, that 1 ammo box equals 1 shot? So the stacklimit (75 atm) is the amount of shots a pawn can carry?

An idea:
would it be possible to make the item (eg ammo box) loose 1 health per shot? so one could define in xml a, lets say, 30 round clip (item with 30 health - no standard decay) - that would decay away after 30 shots (you could do belts, boxes, whatever in different sizes - all very easy just in xml)

cheers

mrofa

It is possible, vanilia game even have a specific class for ammo container that i did try out.
But the problem with this i had was that i had no way of showing how many bullets are left in inventory.
Yes stack limit is how much pawn can carry in one slot, but im not sure if there is a limit to slots in inventory.
Ammo boxes are only a example more precise would be bullets in this case :p
All i do is clutter all around.

Nimrod

Quote from: mrofa on May 17, 2015, 11:25:36 AM
It is possible, vanilia game even have a specific class for ammo container that i did try out.
But the problem with this i had was that i had no way of showing how many bullets are left in inventory.
Yes stack limit is how much pawn can carry in one slot, but im not sure if there is a limit to slots in inventory.
Ammo boxes are only a example more precise would be bullets in this case :p

Thanks for your answers!
Okay, I seem to understand the system. :)

If you would use health=ammo instead, the only way to tell how many "bullets" where left in a clip/box/belt would be to mouse over or click-inspect it, yes? Thats actually not so bad if you ask me ...

You see the "health = bullets" system would be very elegant because you could so easily create items in xml and slap a texture on them (like you did with your very good looking boxes):
"30 Round Clip 7.62x39mm"
30 Health/shots
Stacklimit 4
or
"AmmoBelt 7.62x39mm"
150 Health/shots
Stacklimit 2
or
"AmmoBox 7.62x39mm"
500 Health/shots
Stacklimit 1

Those would be used by differernt guns while pointing to the same BulletDef - see what I mean? One could really go crazy there while keeping everything manageable.
I could and WOULD make a nice ammo mod out of that :D

Of course with the system at the moment, one could make
7.62x39mm bullet
Stacklimit 100
maybe craft 10 at a time

but making clips/belts/boxes would be way cooler and more fitting in my opinion :D

cheers

Edit:  I came up with a "hack" for my "cant shoot without bullets" idea in my head:
I could define a standard bullet that does 0 damage and has an invisible bullet texture - sadly <soundcast> is bound to the GunDef, else it could also play a "click" sound ... gotta try this out

mrofa

Soundcast can be set on spawn for bullets insted, this is not a problem.
But why would you aim to enemies that are shooting at you when you got no ammo :p

As for health = ammo i get what you want but i cant make it, this require programming knowlege ;p
All i do is clutter all around.

Nimrod

Quote from: mrofa on May 17, 2015, 01:58:48 PM
Soundcast can be set on spawn for bullets insted, this is not a problem.
But why would you aim to enemies that are shooting at you when you got no ammo :p

As for health = ammo i get what you want but i cant make it, this require programming knowlege ;p

Ah yes. Of course there are some "problems" with my idea. The AI would have to know how to behave when its out of ammo for example.
But it would be a start :)
A better way would be for them to switch to melee, like you wrote earlier.

@soundcast set to bullets: how? simply use the same tag in xml?

As for the programming knowledge - I am almost no use in .NET programming myself -  I was counting on you here :D didn't you write the PA .dll you linked?

Cheers

mrofa

Meele is not a better way like i wrote make Ai behave wierdly, i think for a fully ammo stuff we would need to wait for tynan to do it.
I can make a xml command to play a sound on bullet spawn, so you can put "null" in gun sound and use bullet one.

I did write the dll but i was under alot of coffeine, looking at it now looks like chiness to me ;p

All i do is clutter all around.