Some minor suggestions with ddf

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doomer1
Posts: 58
Joined: Sun 29 Jul 2007 3:37 am

Some minor suggestions with ddf

Postby doomer1 » Thu 04 Dec 2008 1:58 am

I have been working on my mod for a while and there are some
difficulties i've come across whilst coding:

1.) Magazine based reloads, and reloading

I suggested this a while ago, but until now ive worked around it.
its very hard to come up with a "good" weapon mod without all the
little knick nacks in them, and this would have to be a must.

Magazine theorem:

i theorise that this may be fairly simple to implement, and i will explain=

A= available ammo
B= Clipsize
C= Ammo taken

A= B-C

right now, available ammo is equivalent to the clip being reloaded after the ammo is taken, which is set by the "clipsize" parameter.

but what if A= C-B, or ammo is equivalent to the fully loaded clip,
and there is a set number of clips, and that clip is taken during reload...

basically, if the ammo is set to how many reloads are available for a weapon, and clipsize is the number of shots per clip, we have
clip based reloading!

How it may work:


[CLIP]
RADIUS=20;
HEIGHT=16;
PICKUP_BENEFIT=BULLETS(1); // Here comes the switch...
PICKUP_MESSAGE=GotClip;
PICKUP_SOUND=pin;
SPECIAL=SPECIAL;

Assuming the player has a maximum of 12 clips...

[USP]
AMMOTYPE=BULLETS;
AMMOPERSHOT=1;
AUTOMATIC=true;
Reload_take=1; (of 12 bullets, instead of 12 to fill ammo slot)
CLIPSIZE=13;
SHOWCLIP=TRUE;
BINDKEY=2;
PRIORITY=2;
ATTACK=PLAYER_PISTOL;


the player got the full clip reloaded for 1 bullet, which is 13.
if the Reload_take parameter is not present, it will default
to taking the clipsize amount for reloads, as it does now.
This Parameter will take that amount regardless of
how many shots are actually fired...

RELOAD_MIN=(#) would be a way to customise the way ammo

2.) Armor resistance and weaknesses expanded.

as it is now, it can only be a certain amount useful...

ARMOUR_PROTECTION=99%; // high protection
ARMOUR_DEPLETION=10%; // low depletion rate
ARMOUR_CLASS=B; // only protects against Bullets
IMMUNITY_CLASS=C; // total protection from Close-Combat
RESISTANCE_CLASS=M; // resistance against Missiles

what it needs is...

RESISTANCE_AMOUNT=50%;
WEAKNESS_CLASS=M;
WEAKNESS_AMOUNT=.150%;

the resistance amount would be a subtractor from damage dealt,
dealing less damage to that armor before it is filtered through the
doom armor process, which is ,DAMAGE-ARMOR%=HEALTH LOSS (im assuming.)

so you would have with these..

(DAMAGE x DAMAGE RESISTANCE %) - ARMOR% = HEALTH LOSS for resistance...

(DAMAGE x DAMAGE WEAKNESS %) - ARMOR% = HEALTH LOSS

obviously, the two variables are interchangeable, because they are simply introducing another multiplier into the equasion.
THE IMMUNITY AND RESISTANCE PARAMETERS SHOULD BE USABLE
WITH THE STANDARD ARMOR RESISTANCE AND DEPLETION RATES,
IN MY OPINION.


That is pretty much all i would like to see edge.
I would like to save forum space and simply say i would like to see the "first attack is always accurate" bug for loading saved games.

THANKS for the new version btw, im LOVING IT! good luck AA.

User avatar
andrewj
Posts: 698
Joined: Sat 05 May 2007 11:22 am
Location: Tasmania

Re: Some minor suggestions with ddf

Postby andrewj » Fri 05 Dec 2008 4:18 am



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