Tertiary and/or Quarternary Ammo Types

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Exosphere
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Tertiary and/or Quarternary Ammo Types

Post by Exosphere »

This might be a pipe dream, or something that would've already been included in the past, but I wonder if it would be possible to have one or two other AmmoTypes, making the total amount of ammo types weapons could use to 3 or 4. This would be helpful with users who are making weapons that use more than two ammo types. They would function exactly the same as AmmoType, AmmoType2, and the other related Weapon Decorate functions.
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Graf Zahl
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Re: Tertiary and/or Quarternary Ammo Types

Post by Graf Zahl »

The code would require a bit of a workover to allow more than two ammo types. It was sadly written without any flexibility in mind 12 years ago...
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Exosphere
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Re: Tertiary and/or Quarternary Ammo Types

Post by Exosphere »

Graf Zahl wrote:The code would require a bit of a workover to allow more than two ammo types. It was sadly written without any flexibility in mind 12 years ago...
Bummer :(

Shame the code isn't more easier to work with, but still, thank you for the response Graf.
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Apeirogon
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Re: Tertiary and/or Quarternary Ammo Types

Post by Apeirogon »

a_takeinventory and countinv can emulate this feature even if you want use >9000 types of ammo.
But yeah, this require more line of code and work than simple a_spawnprojectile.
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Graf Zahl
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Re: Tertiary and/or Quarternary Ammo Types

Post by Graf Zahl »

You can use this to have a different ammo type, but what it doesn't do is the internal checks to auto-switch from empty-weapons.
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Re: Tertiary and/or Quarternary Ammo Types

Post by Ultimate Freedoomer »

I thought of a way without completely rewriting it:
As any DECORATE coder worth their salt knows, we have the following for ammo consumption:
  • WEAPON.AMMO_OPTIONAL
  • WEAPON.ALT_AMMO_OPTIONAL
  • WEAPON.AMMO_CHECKBOTH
  • WEAPON.PRIMARY_USES_BOTH
  • WEAPON.ALT_USES_BOTH
  • Weapon.AmmoGive1
  • Weapon.AmmoGive2
  • Weapon.AmmoType1
  • Weapon.AmmoType2
  • Weapon.AmmoUse1
  • Weapon.AmmoUse2
I suggest expanding it with the following:
  • WEAPON.AMMOX_OPTIONAL (so you can specify what ammo types are optional or required beyond types 1 & 2)
  • WEAPON.AMMO_CHECKALL (used like WEAPON.AMMO_CHECKBOTH on weapons that have 3 or more ammo types assigned to them)
  • WEAPON.PRIMARY_USES_AMMOX (So you can make primary use that weapon’s ammo 2 or 3, for example)
  • WEAPON.ALT_USES_AMMOX (So you can do the same with alt fire. These would mostly be useful with magazine counters on weapons where both firemodes need to be reloaded into separate clips, like when dual wielding)
  • Weapon.AmmoGivex (the “weapon.ammogive” flag for assigned ammo types 3 onwards.)
  • Weapon.AmmoTypex (same as “AmmoGivex”, except it determines the actual ammo actor for that ammo number in that weapon)
  • Weapon.AmmoUsex (same as “AmmoGivex”, except it determines the amount of ammo used for that ammo actor by that weapon)
The parameters have “x” in the names because each ammo parameter number for weapons that use 3 or more ammo types is determined by the user, meaning you’re not restricted to a set amount of ”weapon.ammo” parameters.

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