Default Scout loadout

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Imago
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Post by Imago »

Xeretov wrote:QUOTE (Xeretov @ Jul 7 2009, 05:49 PM) AFAIK thats the code change Andon is talking about - making the game load more than one dispenser item into cargo on default loadouts. Quantity of item is not selectable in the core file. Making this code change would also mean interceptors would have a default loadout of 4 pulse probes and 1 fuel.
excellent reply Xeretov, it's inspired me to add my 2 credits :)

Valiance, Andon

I'm willing to help,

we could hack it by doing the above stated and applying this new behavior to "scout ships" only, as to not break anything else.

or

we could fix it by expanding IGC to specify the default load outs for a hull type.

Suggestions?
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These bugs haven't been fixed yet because don't have any developers interested in fixing them up. --Tigereye
Imago's stupid-sensor is supersensitive. --RealPandemonium
The art is managing the flow of the drama to achieve the desired results. --Big_Beta_Tester
joeld wrote:But we’ve been amazed at the level to which some of the Allegiance fans have remained hard-core.
Andon
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Post by Andon »

Don't expand the IGC for ship loadouts - Do it via a text file. Everything in a core has a unique identifier (UID), so making a text file for a "default loadout" that could be edited would be nice.

Example: Filename could be something like loadout_(corename).txt - so for CC_05b, you'd have it as loadout_cc_05b.txt - inside, you'd have the ship's loadout items. Items would be done with their own UIDs as well, and would automatically be overridden as normal. In the end, you'd get something like this:

Code: Select all

UID: 410 //IC Basic Scout
Part0: 91 //Nanite 1
Part1: -1 //Scout has no additional weapons
Part2: -1 //Scout has no additional weapons
Part3: -1 //Scout has no additional weapons
Part4: -1 //Scout has no additional weapons
Part5: -1 //Scout has no additional weapons
Part6: -1 //Scout has no additional weapons
Part7: -1 //Scout has no additional weapons
Missile: 153 //MRM Seeker 1
Boost: 188 //Retrobooster
Cloak: -1 //Scout has no cloak
Shield: 21 //Small Shield 1
Pack: 59 //Prox Mine 1
CM: 80 //Countermeasure 1
Cargo0: 59 //Prox Mine 1
Cargo1: 59 //Prox Mine 1
Cargo2: 59 //Prox Mine 1
Cargo3: 59 //Prox Mine 1
Cargo4: 33 //PW Gatt Gun 1
Ships like, say, a cruiser would have more "PartX" stuff because they have more guns (I'm sure you could code it to only look for PartX if the craft only has PartX). Of course, you'd also want to have it ignore any "bad" listings (IE, tech that's not available yet) and replace it with the "Default" loadout - Especially useful for a new core that has no file made up for this.

This would be the easiest way to have a customizable thing that each individual player could do. Of course, you could go a little further, and make something like have a "Name" for each loadout and allow for pre-made loadouts to be loaded and saved in-game.
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Imago
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Post by Imago »

ok so you threw out a whole new idea that i don't agree with....

pros:
relativity easy to implement
pilots can change the default load out themselves, to whatever they want


cons:
pilots won't be bothered to find ID's
incorrectly formatted files from pilot error ;)
still have to hack the IGC
seems like it could open up some other problems (invalid partid/cheat checking)

EDIT i will ACTUALLY agree with this as it's essentially the basis to bringing the feature of saving and loading "loadout profiles" in-game)
Last edited by Imago on Wed Jul 08, 2009 12:03 am, edited 1 time in total.
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These bugs haven't been fixed yet because don't have any developers interested in fixing them up. --Tigereye
Imago's stupid-sensor is supersensitive. --RealPandemonium
The art is managing the flow of the drama to achieve the desired results. --Big_Beta_Tester
joeld wrote:But we’ve been amazed at the level to which some of the Allegiance fans have remained hard-core.
Imago
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Post by Imago »

to be fair



hack it by doing the above stated and applying this new behavior to "scout ships" only, as to not break anything else.

pros:
gets the job done /w as little work possible

cons:
still $#@!ed up but less than what it was before



we could fix it by expanding IGC to specify the default load outs for a hull type.

pros:
core devs can specify default load outs on a hull type basis

cons:
hard to implement
make sure old cores don't mess it up
pilots have no control
Image

These bugs haven't been fixed yet because don't have any developers interested in fixing them up. --Tigereye
Imago's stupid-sensor is supersensitive. --RealPandemonium
The art is managing the flow of the drama to achieve the desired results. --Big_Beta_Tester
joeld wrote:But we’ve been amazed at the level to which some of the Allegiance fans have remained hard-core.
Adam4
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Post by Adam4 »

Would it not be simpler to change default loadout so it is completely controlled by the igc file? Ok, maybe not simpler, but it would allow for a higher degree of control by core devs.
Andon
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Post by Andon »

It'd be a pain in the ass to do, IIRC.
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Clay_Pigeon
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Post by Clay_Pigeon »

I would rather devote efforts to

a) fixing the downgrade bug
b) allowing multiple saved configurations
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Correct
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Post by Correct »

Xeretov wrote:QUOTE (Xeretov @ Jul 7 2009, 03:49 PM) This happens because Rix & TF don't have missile slots and only load retrobooster.
When did TF stop loading lb? :P
TakingArms wrote:QUOTE (TakingArms @ Aug 9 2009, 07:15 AM) it's interesting how politics turns ordinarily funny, kind-hearted people into vicious, hateful attack mongers. Except IB, he's just always that way.

People just take stuff too seriously I think. Except IB, of course.
Xeretov
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Post by Xeretov »

Good point. :lol:

Fuel is in the default for TF after you get lt booster. But still no missiles.
Solamnus
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Post by Solamnus »

well it would be awesome if we could save these settings. i think nan in cargo is a must for the default loadout. It would help newbies much more.
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