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Trying to find a work-around for...
... the max guns and max turrets mod values (45 & 46) not being stackable within a single outfit. I'm working on a minor plug that would add some new Sigma style upgrades to the stock scenario. Two of these are outfits that would allow the player to buy up to 2 additional guns slots and 2 turret slots. (For a cost of 5 tons of mass per gun, and 10 tons per turret). I spent several hours over the past 3 evenings trying different methods, but most didn't work or were too clunky. In the end, the only method that really worked for me was to simply have 2 identical outfits for each of these. Too clunky. Was hoping to be able to have this work-around invisible to the player. Any suggestions?
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I'm not really srure where you're having trouble. I would think that you could just create two outfits... one for guns, one for turrets. Adjust the Mass for each one and give each one their respectable "Increase Mass" values. Is this not working? If you're having trouble buying more than one of each outfit make sure you increase the amount that you can actually buy.
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What are you trying to do, and why isnt it working? An upgrade can increase both gun slots and turret slots (modtype1=45 modval1=x modtype2=46 modval2=y will give X extra gun slots and Y extra turrets). If you cannot buy more than one, you may not have set the maximum you are allowed to have properly (it defaults to 1) What are you having a problem with? -Az
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Sorry for not being more clear in my previous post.
From what I have seen, buying more than one of a single outfit that increases gun/turret slots does not stack properly. For example: If you changed the Sigma Mount Reinforcement in the stock scenario to a max of 2, the second time you bought it would not actually effect your gun/turret slot capacity. It would take your credits, and have a little "2" in the corner of the outfitters pic, but no extra slots. Seems to me it's simply an engine limitation.
What I am trying to do is create a series of outfits that will individually increase gun or turret slots, and have the work-around of this engine limitation be invisible to the player. So far, this is the closest I have gotten:
Created four new outfits: 2 that increase gun slots by 1 each, and 2 that increase turret slots by one each, all with a max of 1. Set the availability of one gun outfit and one turret outfit the same as the stock Sigma upgrades. These two outfits would have contribute bits set that correspond to the require fields of the second gun and turret outfits. So, the player would never see the second outfits unless they already had the first one. (Also, set the random factor for the second outfits to 100 so they would immediately appear on purchase of the first).
This worked. But, the player would have to buy 2 seperate outfits to increase their gun capacity 2 times. (Ditto for the turrets). This is what I am trying to avoid. I would prefer that it would appear to the player that they are buying the same outfit twice, and have the actual granting of the individual mod holding outfits be invisible.
Edited to add: I wanted the buy limit for these extra slots to be 2 each for guns and turrets, hence the creation of four outfits.
(This message has been edited by slouch (edited 11-19-2003).)
Hmm, yup. Verified on WinNova. Buying more than one of the same outf to increase max guns/turrets does not work. This is a bug, and as far as I know, not a known bug. Have you reported it as such? -Az
(This message has been edited by Azratax2 (edited 11-19-2003).)
You could use NCBs to do that. Make 2 outfit of each and set one to never be seen. On the other one, use a NCB that adds the invisable one. Easy!
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