Weapon Groups - A Way to allow saner Deploy & more then 2 Weapons

Bug #895586 reported by arielby
6
This bug affects 1 person
Affects Status Importance Assigned to Milestone
Ares
Invalid
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DCoder DCoder

Bug Description

After seeing my issues get rejected, I decided that there's a better way to handle multistate weapons. I Call it "Weapon Groups".

In normal YR, units can either have 2 weapons, or 1 when undeployed and 1 when deployed. I met some proposals on this site to add Ternary and Quaternary weapons, but it's hard to understand how it will behave with Deploy and stuff like that.

So Here's my proposal:

DeployGroups - string; If not None (default), the unit uses DeployFire to determinate it. Otherwise, when Deployed, the unit fires the groups in WeaponGroups.
NormalGroups - string; If not None (default), the unit uses Primary & Secondary to determinate it. Otherwise, when not deployed/inside *, the unit fires the groups in WeaponGroups.
UCGroups - string; If not None (default), the unit uses OccupyWeapon to determinate it. Otherwise, when inside a building, the unit fires the groups in WeaponGroups.
OpenTopGroups - string; If not None (default), the unit uses OpenTransportWeapon to determinate it. Otherwise, when inside a building, the unit fires the groups in WeaponGroups.

WeaponGroups.%s.IsGattling - boolean; need I say more?
WeaponGroups.%s.IsChargeTurret - boolean; need I tell more?
WeaponGroups.%s.NoWeapons - int; Number of weapons in group. NOT fired in parallel, but rather implemented using a Primary/Secondary-like logic
WeaponGroups.%s.Weapon%d - string; The actual weapon
WeaponGroups.%s.Weapon%dElite - string; The actual elite weapon
WeaponGroups.%s.Weapon%d.SpinUpTime - int; Same as StageX
WeaponGroups.%s.Weapon%d.WeaponTargeting - Comma Separated list of (naval, ground, underwater). Defaults to "naval,ground,underwater"
WeaponGroups.%s.Weapon%d.OrganicTargeting - Comma Seperated list of (living,machine). Defaults to "living,machine"
 - The last 2 are a saner, more human-understandable alternative to NavalTargeting.

And add this into artmd.ini
WeaponGroups.%s.Weapon%d.FLH
WeaponGroups.%s.Weapon%d.EliteFLH

Naturally, the WeaponGroups are loaded only when referenced from a *Groups tag. Otherwise they are ignored. Also, the reason I said groups rather then group is because, at some later stage (at Ares 3000), I would like to add multifiring. Let's say that each group has it's own ROF and handle the targeting problems, and we're done.

##### ADDITIONAL INFORMATION #####
Example (for GI):

[E1]
...
NormalGroups=Main
DeployGroups=Deployed
UCGroups=UC
OpenTopGroups=Deployed

WeaponGroups.Main.NoWeapons=1
; Not a mistake. WW swapped Para & M60 so Para is actually the deployed GI Weapon
WeaponGroups.Main.Weapon1=M60
WeaponGroups.Main.EliteWeapon1=M60E

WeaponGroups.Deployed.NoWeapons=1
WeaponGroups.Deployed.Weapon1=ParaE
WeaponGroups.Deployed.EliteWeapon1=ParaE

WeaponGroups.UC.NoWeapons=1
WeaponGroups.UC.Weapon1=UCPara
WeaponGroups.UC.EliteWeapon1=UCElitePara
...

Which would work like the normal GI

Revision history for this message
DCoder DCoder (dcoder1337) wrote :

So basically Weapon Sets from Generals?

Revision history for this message
arielby (ariel-bys) wrote :

I never modded Generals. Can you elaborate?

EDIT (6/5 12:17 UTC): I read the INI. Yes. Expect the condition is OUTSIDE instead of INSIDE.

Also, this is my retake of issues 944, 504, and 192 (because we're splitting Deployed weapons from normal ones, the latter can be done globally), so it's incompatible with them.

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