KoffeinFlummi / AGM

Authentic Gameplay Modification for A3 | THIS PROJECT IS NO LONGER BEING WORKED ON. ALL ISSUES AND PULL REQUESTS WILL BE IGNORED.
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AGM_Disposable kind of problematic now #1765

Closed lubomirblazekcz closed 9 years ago

lubomirblazekcz commented 9 years ago

So it's AGM_Disposable ready for 0.95 release? Because it's seems to me it's kind of messed up right now. In 0.94 it was working kind of alright, so what are the new benefits? I think that now it's more problematic, mainly that dummy magazine.

You can equip as many dummy magazines you want and also drop it. When you fire from the laucnher, the magazine is still in your inventory. https://www.youtube.com/watch?v=bZEPKrCqHw4

When you fire from the launcher you get AGM_UsedTube_F magazine in your inventory. https://www.youtube.com/watch?v=jR3qxiYlxEI

So is this expected behaviour? I think that this brought more problems than benefits :/

I guess that the idea was that NLAW wouldn't need any rocket and was preloaded? But there is still problem that the dummy magazine is visible in inventory, arsenal etc.

Nice idea, but I still think that the old way was better and less problematic. Yes, you can get as many rockets you want, but you can use only one and you don't have any other problems. This way it's done in RHS and it works great.

commy2 commented 9 years ago

I can't remove the dummies from the arsenal, because BIS sucks, but I can scan the inventory for dummy items and remove those whenever you open your inventory.

When you take it without that stupid VA everything works fine btw.

commy2 commented 9 years ago

I changed some things around. All non-loaded dummies now get removed when you open your inventory. I replaced the Used Tube one with the one without weight, so it doesn't affect the player and gets deleted aswell when the inventory gets opened aswell. The dummies might still appear to be in your inventory when you open it for the first time (weird init order of the display), but they aren't actually there and you can't drop them. Only happens when you open the inventory for the first time in the mission.

No idea why the Used Tube dummy started to appear after shooting. That didn't happen pre v1.36 and I think that might be a bug from BIS. Will investigate later maybe.

lubomirblazekcz commented 9 years ago

Yeah without VA it's quite nice and simple, it's shame that there is not way to exclude ammo from VA. Anyway I thougt that you need to have the dummy in your invetory, so that's why I was suprised with this metod, but I just misunderstood it.

Although I have no idea how I got the AGM_UsedTube_F into inventory, I can't reproduce it anymore.

commy2 commented 9 years ago

Does it work better now with the changes I made?

lubomirblazekcz commented 9 years ago

Will try, also another improvement for VA would be to add scope = 1; for AGM_launch_NLAW_Used_F so it's not visible.

commy2 commented 9 years ago

Doesn't that cause an error any time the weapon is created?

Btw. I think I found an exploit, fixing right now.

KoffeinFlummi commented 9 years ago

Doesn't that cause an error any time the weapon is created?

That only happens for scope = 0 AFAIK.

If they're following conventions:

0 private
1 protected
2 public
commy2 commented 9 years ago

rgr k

KoffeinFlummi commented 9 years ago

No.

lubomirblazekcz commented 9 years ago

Now there is a chance that you can reload used launcher with AGM_PreloadedMissileDummy, otherwise it's ok. What about leave the standart parametrs for the dummy missle? So it's acting as normal missle (normal name, icon etc.), which you don't need?

As having iPhone and extra battery, but you can't use it :D

commy2 commented 9 years ago

What about leave the standart parametrs for the dummy missle?

You can't add it reliably if it has more mass than 0. All of this will be obsolete when http://feedback.arma3.com/view.php?id=21469 gets implemented.

lubomirblazekcz commented 9 years ago

Sounds good.

commy2 commented 9 years ago

I set the scope of the used launcher to 1 and disabled the firing with the used launcher.

nicolasbadano commented 9 years ago

All of this will be obsolete when http://feedback.arma3.com/view.php?id=21469 gets implemented.

I was about to post that. I think there's no point on fidling with this anymore when that fix is so close to getting to stable.

@evromalarkey, once that thing is done, we will remove the dummy altogether.

commy2 commented 9 years ago

I was about to post that. I think there's no point on fidling with this anymore when that fix is so close to getting to stable.

I think it's working fine now actually.

we will remove the dummy altogether.

You still need a dummy magazine for the used launcher. Otherwise you wouldn't be able to select it for some reason. That dummy doesn't need to be added anywhere though. It just needs that reference in the config.

lubomirblazekcz commented 9 years ago

Well there will be no dummy magazine for used launcher in VA, because when you open VA your used launcher will be removed (scope = 1 does this trick). So that shouldn't be problem.

nicolasbadano commented 9 years ago

You still need a dummy magazine for the used launcher. Otherwise you wouldn't be able to select it for some reason.

So every weapon needs a valid magazine? I did'nt know that. Anyway it wouldn't be visible anywhere to the user.

commy2 commented 9 years ago

So every weapon needs a valid magazine?

Apparently. Othwise you can equipp it, but not select it.

Anyway it wouldn't be visible anywhere to the user.

Yes. Well unless some other scripts like VAS show it.

nicolasbadano commented 9 years ago

Apparently. Othwise you can equipp it, but not select it.

Not being to select the used tube wouldn't be so bad. I would vote for removing it if that's the only prize to pay.

Yes. Well unless some other scripts like VAS show it.

Maybe they don't show stuff with scope = 1?

commy2 commented 9 years ago

Maybe they don't show stuff with scope = 1?

Who knows. Depends on what they are doing.

I would vote for removing it if that's the only prize to pay.

I still want it to be selectable. There is a NVD as attachment for the PzF3 in BWA3 and you might want to use it after you have fired the launcher. (This implementation isn't for BWA3 yet, but who knows)

nicolasbadano commented 9 years ago

There is a NVD as attachment for the PzF3 in BWA3 and you might want to use it after you have fired the launcher.

That sort of makes sense.

commy2 commented 9 years ago

sort of?

nicolasbadano commented 9 years ago

sort of?

k, it makes sense for that launcher. The firing and targeting modules of the PzF3 are in fact reusable, so you wouldn't normally discard a used tube. Using the prefectly functional NVD after firing would be cool.

I was thinking on things like the M72 Law, which once fired it's just a useless paperweight, so selecting it makes zero sense.

gpgpgpgp commented 9 years ago

The Veteran mod team has done something on their AT4. Once fired and player switches to another weapon, the used weapon is removed, and a dummy weapon model is dropped from player's hand. Pretty neat & immersive. Perhaps work out somthing similar, and open an interface for the RHS patch?

commy2 commented 9 years ago

I guess this works now.