-
Notifications
You must be signed in to change notification settings - Fork 25
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Ideas for improving the randomization of weapons. #437
Comments
related issue #438 |
IMO this becomes a bit too much of a mess. For example, if you have multiple AKs and a single SKS, you'll need to specify the AK magazines multiple times. Besides that, it is a pretty niche usecase, mostly occurring with guerrillas, and for that the code field is sufficient. What I tend to do in these kinds of loadouts is to distribute the weapons depending on ammo type to different roles. For example, AKs to riflemen, SKS to carabiniers, bolt actions to medics, etc. Which gives a sufficient level of "randomization". Besides the problem surrounding magazines, you also run into issues concerning things like attachments, scopes, bipods, and muzzle attachments, which will also need additional logic. |
This is not really good solution as I address both here as a workaround and with more detail in #438.
I don't find this sufficient, as it is the opposite of randomization.
Agreed, I address this in my comments, subarrays could be used for them as well, or if no subarray is present then current behavior happens.
Multi entries are easly to do with a list macro, if a weapon is LIST_6 then it's associated subarrays would also be LIST_6 and everything lines up.
|
Why not make a specific class for randomizing that executes code that selects another role.
|
This would make all those extra loadouts available in the But it's a pretty good workaround so I'm going to use it. |
On further reflection I don't think is as good a workaround as I'd hoped, I would have to make a randomization sub-classes for each role class for each weapon, that's a lot of classes, and will seriously clutter the role selection in both eden and
etc. |
Issue:
If you have a loadout that randomizes weapon selection, there is no way to assign appropriate magazines unless all randomized weapons use the same magazine.
Example:
In this example the unit could be assigned an AKM, or an SKS, but magazines is not randomized, so either both AK and SKS mags must be added to the unit, magazines must be added outside the
magazines[]
array, or weapon randomization must not be used.Solution I'd like:
Allow the
magazines[]
array to have subarrays for each weapon type, with the index of each subarray corresponding to the index of the weapon in the weapon array.primaryWeapon select 0
would be assignedmagazines select 0
It may also be advantageous to have specific magazine arrays for primary, seconday, and handgun weapons, in the same way as each weapon type has an attachment array.
The current magazines array could still be retained for general purpose use.
Example:
This subarray idea could also be used for the previously mentioned attachment arrays.
Example:
Current workaround:
In a militia loadout I'm developing I'm randomizing between a large number of weapons, most of which cannot interchange magazines.
My current workaround is to use the
code
entry to get the primary weapon of the unit and then assign magazines based on which weapon was assigned.Example:
Unforunately this causes the magazines assigned via code not to show up in the TMF Vehicle Inventory system, because they aren't assigned through the traditional magzines array.
The text was updated successfully, but these errors were encountered: