Feature #24210

ACE: Limit weapons in group

Added by ZZEZ over 3 years ago. Updated almost 2 years ago.

Status:In progress Start date:09/05/2011
Priority:Normal Due date:
Assignee:Kol9yN % Done:

70%

Category:ACE
Target version:NextGen Planed Features
Affected Version:

Description

Hello.
I would request the following features to be added to the gear/loadout script for greater ACE compatibility:
1)Ability to use the ACE ON BACK slot, putting backpacks or AT rockets or even another weapon.
2)Ability to put stuff inside the ACE backpacks.

That would make the gear script far better for ACE communities, in order to get get all the ACE functions properly for my community I had to completely take out the gear script and just use weapon crate and the ACE module of keep items on you on respawn.

Many thanks.


Related issues

related to Insurgency - Task #17380: ACE: Implement ACE port Closed 02/05/2011

History

Updated by Kol9yN over 3 years ago

  • Category set to Loadout
  • Assignee set to Kol9yN
  • Target version set to 0.82

I think, crate looks very usefull...
No troubles with gear setup, eazy to sort weapons and requip, can set ammobox is global, this allow make a weapons limited to all players, and players will try to save ammo.
(Maby add a crate reset delay)

Fireball, need you thinks about this...

Updated by Kol9yN over 3 years ago

  • Status changed from New to Assigned

Updated by Fireball over 3 years ago

Yes, a crate at the base will suffice. I fancy the current loadout menu only for vanilla A2OA, because it's needed to
a) restrict the snipers
b) create disposable M136

While a) will probably not be enforced with ACE then, b) is already included.

Updated by Kol9yN over 3 years ago

I propose make create is Global (limited amount of weapons from all) with refilling after some time, 30-50min.
5-10 weapons per class, 50-100 magazines for all units
- Ecenomy of ammo, no arcade shooting
- teamplay - "Hey buddy give me 2 boxes for 240 from the base, ammo low..." ;)

Maby, dynamic box refilling, if players max, ammo setting to maximal amount in box (10,100), if players > max, write script to degradation example(if players 1, set weap=1 & ammo=10)

Updated by Kol9yN over 3 years ago

  • Category changed from Loadout to ACE
  • Status changed from Assigned to In progress
  • % Done changed from 0 to 10

- Respawn with last gear setup
- Avaliable change weapon only on base
- Set fixed ammount of weapons and ammo
- Refresh box after some time and delete weaponholers arround box at some distance (unnecessary objects is dummy AI, eat memory)

Updated by Kol9yN over 3 years ago

  • % Done changed from 10 to 50

Updated by Kol9yN over 3 years ago

  • Priority changed from Normal to High
  • % Done changed from 50 to 70

Updated by Kol9yN over 3 years ago

  • % Done changed from 70 to 80

Updated by Kol9yN about 3 years ago

  • Subject changed from Modifying the gear/loadout script to work properly with ACE to ACE: Modifying the gear/loadout script to work properly

Updated by Kol9yN about 3 years ago

  • % Done changed from 80 to 100

- Testing and waiting 1.60

Updated by Kol9yN about 3 years ago

  • Subject changed from ACE: Modifying the gear/loadout script to work properly to ACE: Limit weapons in group
  • Status changed from In progress to Resolved
  • Priority changed from High to Low
  • Target version changed from 0.82 to NextGen Planed Features

Moved to next realise, need improve code...

Updated by Kol9yN about 3 years ago

  • Target version changed from NextGen Planed Features to 1.51

- Implement new script for SquadGearLimit

Updated by Kol9yN about 3 years ago

  • Status changed from Resolved to In progress
  • Priority changed from Low to Normal
  • % Done changed from 100 to 70

Updated by Kol9yN almost 2 years ago

  • Target version changed from 1.51 to NextGen Planed Features

Also available in: Atom PDF