• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Wow, using the On/Off click to switch ammo types is an amazingly intuitive way to do it without adding anything new to the UI!

Good work!

Yup, I agree.

Though I do wonder - would it be possible to add a dedicated button to the UI? Or maybe two, to switch forward and backward through available ammo types?
 
Auto switching on ammo depleetion is implemented.
Bugs on save/load removed.
I've manage to start new campagin and load my old saves (including battle saves)
As i promised, two files - one for 1.3.2 stable (418 according GOG), one for 1.3.2 beta localization (425 according GOG)
and one for the dark lord on his dark throne ... (sorry ... joke, only two files, really)

Both zip-archives includes compatible ModTek 0.5.1
BTML 0.7.0 assumed to be installed

Please note that it's early development release and might not work as desired or be incompatible with other mods especially RogueTech.
It's a good idea to use this mod on clean Battletech version.
This version includes demo for Light Gauss Rifle with own ammo bins which is not compatible with ordinary Gauss ammo.
New ammunition categories described in CustomCategories.json. New names processed only for Ammunition defines ("Category" field) and weapon defines ("AmmoCategory" field). Using them in other fields (in StatusEffects definitions for example) will lead load error.
In ammunition defines i've added three new fields: DamagePerShot, HeatDamagePerShot, AccuracyModifier. Thier values modify relevant weapon stats.
Limitations:
1. I don't know what happens if weapon damage becomes negative (armor/structure reparing?)
2. AI will not use special ammo even if no other ammo available on its mech. Its fire will have characteristics as if it use ordinary ammo (meatbags must have some advantages).
3. I don't know what happens if you try to use multiplayer with this mod, really (i'll try to debug this later if mod wil work on other computers besides mine).
 

Attachments

  • Mods_CustomCategory_forv1.3.2_425(beta).zip
    265,3 KB · Views: 22
  • Mods_CustomAmmo_for1.3.2_418.zip
    265,9 KB · Views: 27
Yup, I agree.

Though I do wonder - would it be possible to add a dedicated button to the UI? Or maybe two, to switch forward and backward through available ammo types?

From listening to the chatter in the modders discords, anything with the UI in this game is a pain to mod. This is why you don't see tons of new buttons or improved layouts outside of a very few mods.
 
From listening to the chatter in the modders discords, anything with the UI in this game is a pain to mod. This is why you don't see tons of new buttons or improved layouts outside of a very few mods.

Thanks for the helpful answer. I suspected as much.
Oh well, maybe one day (we'll see official mod support? Pretty please?)...

@KMiSSioN Thanks for releasing the files! I'll give it a try when I can.
By the way, do you think adding shots-per-attack and clustering as defines would be possible as well? That would be perfect for LB 10-X ACs.
(Ideally this would tie in with WeaponRealizer, which has these functions on a weapon basis.)
 
By the way, do you think adding shots-per-attack and clustering as defines would be possible as well? That would be perfect for LB 10-X ACs.
Special delivery
 

Attachments

  • CustomAmmoCategories_v0.0.2_for_1.3.2(418 stable).zip
    266,3 KB · Views: 14
  • CustomAmmoCstegories_v0.0.2_for_1.3.2.(425 beta).zip
    268,9 KB · Views: 13
(Ideally this would tie in with WeaponRealizer, which has these functions on a weapon basis.)
With Buckshot ammo:
--------------------------------------------------------------------------------
had the cluster tag
Date: 1/31/2019 5:37:16 PM
--------------------------------------------------------------------------------
clustered hits: 6
hitLocation 0: NONE/INVALID
hitLocation 1: NONE/INVALID
hitLocation 2: RightTorso (16)
hitLocation 3: NONE/INVALID
hitLocation 4: CenterTorso (8)
hitLocation 5: NONE/INVALID

Date: 1/31/2019 5:37:16 PM

Whith Slug Ammo:
--------------------------------------------------------------------------------
had the cluster tag
Date: 1/31/2019 5:39:19 PM
--------------------------------------------------------------------------------
clustered hits: 1
hitLocation 0: RightTorso (16)

Date: 1/31/2019 5:39:19 PM
--------------------------------------------------------------------------------

As far as i can see WeaponRealizer is compatible with my modification.
 
And I want to apologize. i'd fogetten to mention my mod dll included debug code that allow user change reputation and add any item or mech to inventory in carrier or campagin mode. I'm using this feature for debug. It will be removed from stable release. If you want to use it - after loading normal (not battle) save switch to browser and go to url http://localhost:65080
 
next beta release.
1. Trigger for ammo switch is now changed - to switch ammo you have to click right side of HUD weapon slot (watch video). You do not need to turn weapon on and off to switch ammo any more. Clicking left side of HUD weapon slot processed as usual.
2. You now switch ammo type, not ammo box.
3. Displayed ammo bins count now rely on total count in ammo boxes of the same type, not ammo count in one box.
4. While firing weapon uses all ammo boxes which contains same ammo, not selected as previous version.
5. Added new field for ammunition define "AIBattleValue". If committed, value set to 100.
6. AI can now use special ammo (kill all humans). At first it uses ammo with highest AIBattleValue, after depletion switching to next type (if any).
7. Cluster weapon damage displayed in HUD is corrected (watch video) (thanks janxious for an idea)
8. Debug log and http-server settings now can be set in CustomAmmoCategoriesSettings.json (debug log default is on, http-server default is off).

I've included WeaponRealizer mod in zip-archives. I hope Janxious won't be angry.
 

Attachments

  • CustomAmmoCategories_v0.0.10_for_1.3.2(425 beta).zip
    283,5 KB · Views: 15
  • CustomAmmoCategories_v0.0.10_for_1.3.2(418 stable).zip
    284,1 KB · Views: 14
Next goal is apply weapon hit status effects from ammo. Needed for NARC (Explosive/Beacon) and continuous heat damage from inferno missiles.
I think this is not too complicated, at least i have a plan.
And then i'll try to implement weapon effect id switching based on current ammo type. That will be challenge, because weapon effects initialized at combat start.