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Deathwatch

Is it possible to create a table_dynamic on the modification form to just display itself if a certain tag is present on the character's armor?

This would be handled in the position script:

Code:
if (some tag is there) then
  put the portal in place
else
  portal[xxx].visible = 0
  endif
 
Alright, I will need that to handle power armour histories. Apparently Artificer Armour gets 2 histories so I will have to set up a resource to manage that.

I have added a new gizmo for weapons and got it to display ammo. I may need some help with other parts of this process but so far it is going well.
 
Now I just have to focus on the special forms. I finished adding all the armoury data (Except servitors) tonight. Now that I have all that data grinded out I can focus on the gizmos and refining a few things. This data is coming along fairly well.
 
Mathias,

What would be the process for getting my ammo data to look like what you have done in Shadowrun?
 
Mathias,

What would be the process for getting my ammo data to look like what you have done in Shadowrun?

Please pick one specific problem you're having, and explain that to me. I can't take the time to copy out everything ammo related in Shadowrun and explain it all.
 
Do I need to set up a resource to track how much ammo the weapon's clip currently has?

This is something you can look up for yourself using the debug tools.

Add a weapon, and add some ammo to it, and then, while the weapon's form is open, right-click the ammo and choose "Show Debug Fields". Then, close the weapon's customization form, and right-click the weapon itself, and show debug fields for that, too.

Then, use ammo on the in-play tab, and watch what fields are changing as it does so.
 
Frankly, I'd skip the ammo usage mechanisms Shadowrun has, and just get basic ammo functionality working for your game - just enough that you can purchase it, and that you can purchase the correct ammo on the correct weapons. The ammo usage is an extremely complex and advanced mechanism, and working on it delays getting more of the basic functionality of your game working.
 
Well I have the ammo as a choice on the gizmo for ranged weapons. And that seems to be working fine. I need to rig it to display the amount of ammo the weapon has. For some reason when I set up the gizmo for the purchase mechanism it only displays the purchase part for the main menu and not the menu that pops up when I hit add ammunition or add modifications.
 
For some reason when I set up the gizmo for the purchase mechanism it only displays the purchase part for the main menu and not the menu that pops up when I hit add ammunition or add modifications.

Please clarify this. I don't understand what you're trying to say here.
 
I've attached two screen shots, I think they can explain it a little better than I can. The second one shows what happens when I pull up the mods table to select things from. The purchasing mechanisms are not present on that one.
 

Attachments

  • Gizmo Screenshot 1.JPG
    Gizmo Screenshot 1.JPG
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  • Gizmo Screenshot 2.JPG
    Gizmo Screenshot 2.JPG
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I've attached two screen shots, I think they can explain it a little better than I can. The second one shows what happens when I pull up the mods table to select things from. The purchasing mechanisms are not present on that one.

What component="" does your table use? Since this is a type of gear, it should be set to the base gear component, because that component is where isgear="yes" is set
 
Sure. You can bootstrap anything inside a gizmo.

Why would you bootstrap a resource inside a gizmo?

Power Armour History is armour specific. Some Armour gets it, some doesn't. Terminator armour and Astartes Power Armour get 1 History pick, while Artificer Armour gets 2 picks. So I was trying to figure out how to have the resource on the armour itself as the maximum number of picks for power armour history.
 
Power Armour History is armour specific. Some Armour gets it, some doesn't. Terminator armour and Astartes Power Armour get 1 History pick, while Artificer Armour gets 2 picks. So I was trying to figure out how to have the resource on the armour itself as the maximum number of picks for power armour history.

Sounds good.
 
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