CSW - Add CSW ammo handling to wheeled vehicles#9085
CSW - Add CSW ammo handling to wheeled vehicles#9085killerswin2 wants to merge 33 commits intoacemod:masterfrom killerswin2:CSW_FOR_VEHICLE_TURRETS
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All the cDLC's have a compatibility data mod in the Workshop for those who don't have the cDLC, the diff being it's only good for joining the multiplayer and checking the stuff out in Arsenal, if the descriptions can be trusted. |
Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com>
Co-authored-by: Jouni Järvinen <rautamiekka@users.noreply.github.com>
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yeah I'm a bit iffy on compatibility data, the only one that I trust is the sog one. |
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Without code changes this is dirty implementation. Reload should be only from turret seat. On some vehicles only turned out. Also in theory some mags should be interchangeable between vehicle and player's weapon. For example M240. |
bd396d1 Added support for getting ammo out of the vehicle, but originally this work already if you had ammo in the vehicle because CWS uses nearestSupplies for searching. [PR here] (#8776)
m240 is defined that way. There is actually multiple of those in the magazinegroups.
I disagree on that idea. If the weapon is out in the open and I can see it and physically touch it then why should I not be able to operate it like a regular static weapon. The difference is that one weapon is attached to wheel while the other is not.
Turrets auto reload when empty or unload. I believe that is a base game feature. |
Moving the magazines to inventory may break loadouts for existing missions. |
Was there not a way to go over the cargo space limit? |
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yeah, I know addItemCargoGlobal will do that |
addItemCargoGlobal will do it as killerswin2 says, but that's still problematic as a full inventory prevents players from putting things into the inventory during gameplay. For example, if the vehicle has a toolkit and is overfilled with CSW ammo, I take the toolkit to repair the vehicle, now I cannot put the toolkit back in the vehicle. |
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Still preferable to the current mix of vanilla and inventory |
That could work, get normal inventory capacity, get mass of all vehicle magazines, setMaxLoad to the total, add the vehicle magazines |
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Alright, implemented. It's a option. If players don't want it they can have it turned off. |
change bracket placement Co-authored-by: BrettMayson <brett@mayson.io>
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Linking a belt from a vehicle inventory deletes the magazine and breaks the link condition. |
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Needs handling for AI reload (GetIn and Fired events). Also we might want at least one magazine to remain loaded? And take GVAR(ammoHandling) into account. Refactoring and then just using FUNC(staticWeaponInit_handleExtraMags) might be a good idea for all that.
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I don't have any time to do this pr for the next three weeks. |
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someone else, will have to implement changes and bring this up to standards |
Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
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We'll get to this. |
When merged this pull request will:
Videos of use
https://youtu.be/biR3zFmbXpU
November 1st 2022 Update Video
https://youtu.be/mUeDi7owfO4