Additional equipment slots - any plugin?
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Gisteron wrote:
it was asked really many times. if SWAT managed to implement it and we yet do not have any solution probably this is because OP is not willing to share the tech with us… or he has just a workaround we did not discover yet.Did you try asking him?
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Syd wrote:
adoxa actualy did add new Hardpoint Types, but just for engines and power plants…It doesn’t count. Those hardpoint types alredy exist and are just hidden from the player. If you make them goods, you can mount them, even tho the hardpoints don’t display.
Lets get back to the topic OK?
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Are you young kidz still stuck on more and more blooming weapon classes?
Or if you mean equipment slots, then this is easy - add new hardpoints to your models in HardCMP, and you can call them something like HpEquipBay01, 02, 03 etc.
Then you can attach equipment like shield upgrades, shield rechargers, power cells, etc to these. (But I’m not telling you how just yet. )
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well, ST, the vanilla balance of classes is pretty good but when it comes to capital ships turrets it is really a problem to get enough classes there keeping enough for freighters and fighters.
besides, it’d be cool in some way to have slots for a certain type of equipment where you can’t mount any other regular shield or thruster… and preferably managed client-side or hardcoded, not hooked into the server. -
What about skipping the entire class levels, and use the 1 - 10 as slots for different types?
If a player wants to equip a level 10 to a Starflier, so what? It probably won’t be a good idea, as he will find out.
Irl, there are no compatibilty issues when I would try to equip a class 10 turret on my car, though it’s just a Toyota Yaris :lol: (The police might try to take me off the road though. If they catch me )
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In that case, it’s been answered.
No.
EDIT to remove “stupid solutions” :roll:
Since mods have utilised such stupid solutions for the past 7 years to get around limitations, whilst you expect people to create solutions to get around the limitations you don’t like, then bollocks to leaving such ideas for you -
So you ask for EQUIPMENT SLOTS.
Weapons are NOT equipment.
The 10 weapon classes for guns and the 10 for turrets are more than enough, you guys just don’t think things out.
Check out how the pros have used them in the mods and you will see that your thinking falls WAY short.
Don’t keep on bleating for plugins for stupid stuff like this.
I gave you a solution that IS useful instead.
And I understood that you don’t want standard equipment, so I did mention new equipment that you will need to build, such as shield rechargers and stuff.
Answers in capitals below are for emphasis and clear reading, I am not shouting:-
Label 1:
I GAVE YOU THE SOLUTION - Add new Hardpoints name them HpEquipBay01 to whatever you want.
Once you try to mount special equipment on them and come back with questions, we will help you to solve it.
Be clear in your questions - this title says ADDITIONAL EQUIPMENT SLOTS.
GOTO Label1
(repeat as many times as it takes to sink into your heads).
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Hehe… don’t poke the bears….
ST & chips are dead right, workarounds exist… use yer noggin
I personally just want it for a class 3 torp slot for Why’s vertical missiles… I sacrificed cl2… and can live with that for now, you wont however ever see me crying “its not out… you said it was coming” as if Adoxa says it’ll take time… i believe him, If he says “not yet” I’ll patiently wait for him… that’s 'cuz i love and respect his work… and don’t want the guy burning out on us due to 1000 silly requests (that have workarounds) and being pushed to work on things he put aside for now
I know EXACTLY how that feels…
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StarTrader wrote:
The 10 weapon classes for guns and the 10 for turrets are more than enoughCheck out how the pros have used them in the mods and you will see that your thinking falls WAY short.
Don’t keep on bleating for plugins for stupid stuff like this.
Haha, nice joke.
I take care about all levels of fighters. I also have fighter turrets lvl 1-5, because gun and turret are different. 6-8 are transport turrets. 9 and 10 are special slots for stuff like healing turets.
But i need at least 3 slots for each class of capship. I also need extra torpedo slots. And more……
Gun is not an equipment? lol? -
Actually no. Weapons are guns, turrets, mines etc. Equipment are things like scanners, tractor beams, armour etc. If you look through the original code, all these items have models, i’d personally like to mount my tractor beams and scanners externally from a visual point of view, but that’s just me.
Reordering the weapon classes is easy, i have a different class for each type of ship, just one solution amongst many. It follows that making diffent types of hardpoints, you can work round the limitations in FL and achieve some excellent results.
As to the plugin, yes it will make things easier, but i can wait. I’m sure Adoxa will get round to it when he’s in the mood. Until then, the above options apply
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maybe the topic is not called correctly as simply slots are just hardpoints and hardpoint definitions. but in fact, just for the cause of precision it could be helpful to have more than 20 different gun classes. the vanilla already uses gun and turret hardpoints so you can only mount those devices where they belong to. also you have the chance to exchange a gun on a gun hardpoint with another gun but not with a turret. yes, 20 classes are pretty many and enough for all the purposes. but if it should be possible somehow to have more, why should we stick on only 20? how would you represent a realistic universe where the differences of the hundreds of ships are technically based on only 20 values (for guns at least)?
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Nova wrote:
I had no results shamaning with hardpoins. Give the example.
If i want one weapon can be moutnted on exact slot, i must have this slot. I dont understans how hardpoints can help here.I think what Gibbon means is gone are weapon class 1-10, and instead you bring in weapon classes:
Light
Medium
Heavy
Very HeavyEach ship type can mount just their own type (so light fighters can only mount light weapon class, medium mount medium only (or maybe light too)), heavy mount heavy etc).
Now maybe you’ve compressed class 1-3 into light - this means the players have a choice of weapons to mount, some of which are obviously stronger, upon a light fighter. However, this is where you fiddle around with the amount of POWER use of each weapon, and the corresponding power unit they have.
You may say you’ve got the good old fashioned capacitors, boosters etc for power. That’s easy again, you make another trade off… heavier weapons = more mass (if this works for making ship handling worse), and/or take up cargo space.
Now your users have a choice. Mount the heaviest weapons possible for their class, but at the same time this means they cannot constantly fire, they lose cargo space, they lose manoeuvrability - or go with the light stuff.
This is the content I removed from my post on the earlier page which you instantly dismissed as “stupid”.
You may think such solutions are “stupid”, but players LIKE having the choices which lead to pay-offs. Do they go for heavier fire-power and a slower ship, or do they go for lighter weapons and a fast ship…
That potentially frees up x numbers of gun classes.
Next up, turrets, do the same.Oh, and as for gun classes. Is there a reason you cannot specificy turret hardpoints as gun class 10 or something in the shiparch.ini, and then change class 10 guns to a turret movement arcs and change the models of the gun to be turret models. I’ve never tried it, but effectively make guns behave like turrets? That way you could potentially compress guns into 5 classes (assuming gunboat main guns - so light, medium, heavy, very heavy, gunboat) and utilise the last 3 gun classes types onto Turret HP’s instead?
or does the game limit the motion of / fire arc of gun classes specifically?
(To test, take a turret, change it to gun type class 10, take a turret HP and specify it as gun class 10 in the shiparch, mount the turret to the turret HP which is specified as a gun hp and see what it looks like/behaves like).
I haven’t looked at the ini to find out, it’s been years and I can’t be arsed - but this is the sort of way we found stuff “back in the day” by experimenting in trying to get around limitations that we couldn’t otherwise break.
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There is no difference between turrets and guns, it’s how you mount them that makes the difference. The only difference is between a fixed HP and a revolute HP…
BTW, off-topic here for moment, NPC can only fire from fixed HPs if you mix the 2 types together. If you want them to use all of the guns/turrets, make them either one type or the other (fixed/revolute).
Back on topic, as a side project from my game I spent the last couple of days looking at the HP layout. Without a hook you aren’t going to get any more HP types. There is exactly 0x01F8 bytes set aside for the name offsets and numbers. There is also a secondary table that contains just the reference number so hps can be accessed by number. There is 5 sections of code that used these lists. Thats just the parser code, it doesnt include the actual usage code. Plus you also have to add in additional strings for the hp names.
In my mod I did just like the others did, I split the available hps up for each class (1 per class+lower classes) and made alot of variations on the weps that could be mounted upon them. On top of that I even had some leftover slots. By doing that a smaller class wep could be kept until it could be replaced with a higher class wep.