Feature #14656

Moving dogtags to item slots

Added by Raptorko over 4 years ago. Updated about 4 years ago.

Status:Rejected Start date:10/25/2010
Priority:Normal Due date:
Assignee:- % Done:

0%

Category:Config
Target version:-
Component:sys_dogtag Affected Version:
Close Reason:Out of Scope

Description

Would it be possible to move dogtags to item slots? Currently they occupy secondary ammo slot and when someone decides whether to take that one more GL grenade or dogtags instead, guess what will he pick...it´s a good addition to the game and it would be really nice if people would actually use it.

History

Updated by Sickboy over 4 years ago

  • Assignee set to rocko

Updated by Sickboy over 4 years ago

  • Status changed from New to Assigned
  • Target version set to 395

It changes from magaazine to weapon then, will need some backwards compat considerations

Updated by Evil_Echo over 4 years ago

Should really be a small item. Lot of slots there.

Updated by rocko over 4 years ago

  • Status changed from Assigned to Rejected
  • Assignee deleted (rocko)
  • Target version deleted (395)

In reply to the ticket creator: Sadly thats not possible. Items are handled as weapons, therefore you can only carry 1 at a time. The way it is intended to work collides with your suggestion.

Tip: Store dogtags in rucksacks.

Updated by Raptorko over 4 years ago

What if...every dogtag was given a unique classname, like it´s handled with ACRE radios? You can have multiple PRC-148s in your items slot. That way you could take them from fallen people and store them in backpack later when you have time. Would it be possible?

Updated by rocko over 4 years ago

  • Status changed from Rejected to New
  • Target version set to Planned (Needs Contributors)

Thought of that while replying to this ticket. Yet not sure about the feasibility. We will see.

Updated by Raptorko over 4 years ago

OK, thanks for fast reply :-)

Updated by Xeno over 4 years ago

Instead of adding them to magazine slots or handling them as magazines we could store them in the player variable space and show them in an extra dialog.
Major advantage, we could also store the names (which is currently not possible because of the magazines).

Updated by Sickboy over 4 years ago

  • Status changed from New to Assigned
  • Assignee set to Xeno
  • Target version changed from Planned (Needs Contributors) to 395
  • Component set to sys_dogtag

Like the idea, weight/volume isn't very important with dogtags either.

Updated by Evil_Echo over 4 years ago

Or just setVariable the list of names to the object representing a "set" of dogtags. Then you can have as many names as you wish, consume only one slot and have it as a proper smallItem.

Updated by Xeno over 4 years ago

  • Assignee deleted (Xeno)

Updated by rocko over 4 years ago

  • Target version changed from 395 to Planned (Needs Contributors)

Updated by rocko about 4 years ago

  • Status changed from Assigned to Rejected
  • Target version deleted (Planned (Needs Contributors))
  • Close Reason set to Out of Scope

Updated by Raptorko about 4 years ago

Out of scope? Wasn´t it ACE that implemented the in the first place? :D Or unfeasible?

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