@artemis, on 14 April 2011 - 01:01 AM, said in Nova: Working around limitations:
Ok I have done no research yet with Q2 but it sounds like people are not understanding what I am looking for or I am not giving enough detail, so here is what I want, described to the best of my ability:
Ultimately I want to make the weapons in my plug a lot like weapons in EVE online in that you can have one (or more) type(s) of gun(s) (or at least it will look that way to the player) which fire(s) something like 5 different ammo types but only one type at a time. Being able to change ammo in-flight does not seem possible so its ok to only be able to change in station but if someone can figure a way around that, awesome! So for you non EVE players here is another example if that did not do it for you...
The player has access to an outfit named "Beam Laser" (im using a laser because I want this to work over all weapon types not just projectile weaponry). The player buys 2 of these and now has access to the ammo for this weapon. The ammo is as fallows: Type 1 (range=1000, dmg=2), Type 2 (range=800, dmg=5), Type 3 (range=600, dmg=11) etc... So the player decides they want a "Sniper" outfitted ship so they get type 1 ammo. All of said ammo types can be fired by the Beam Laser however, only one type of ammo can be fired at a time (so there would need to be a restriction on other types of ammo once one type is purchased). After trying the sniper fit, they don't like it and want to go for up close and personal so they go back and get the type 3 ammo (they might have to sell all the old ammo first or there is some trigger that deletes the ammo or something). Now they have a close range higher dmg ship but the turret/cannon remains the same.
The weapon should be usable as a primary weapon and you should be able to have more then one type of weapon at a time. For example a primary weapon fit could look like this: 2 Beam Lasers, 4 Railguns, 1 Ionization beam. Where the beam laser and the railgun both have multiple types of ammo and the ion beam may or may not (irrelevant)...
If this is still unclear to anyone I am sorry but you're a lost cause in terms of being able to communicate with me...
On a side note I have no idea how to use the "Require:" field with its A-H and 1-8 bit thing... I believe this is how something is visible in outfits but not purchasable which would be useful for the example above. (I still need to read the Nova Bible... really I wish it was called the encyclopedia, almanac, or reference data...)
Either you are not understanding what I wrote in answer to your question on multiple ammo types, or I am not giving enough detail.
For simplicity of description, let us consider a weapon that has two modes, “Long range low power” and “Short range high power”. You want the player to buy a single outfit for the weapon, and then have a choice between two types of ammunition, but only one at a time.
The short description:
Spoiler
Set things up exactly as if you want the two different modes to be two different weapons, with all the outfits for each. For all intents and purposes these are separate weapons. The only interplay between them is that the player only ever sees one launcher outfit for the both, and the player can only have ammunition for one of them at a time.
To accomplish that, make one of the launcher outfits unbuyable, unsellable, never show up in outfitters, never show up in the player info, take up no space, use no gun slots, and otherwise generally do nothing but be a weapon. Make the other launcher outfit grant that one when bought and remove that one when sold. Make each ammo outfit require that the player not own any of the other type in order to buy it.
The detailed description:
Make a wëap for the “Long range low power” mode, say it has ID 128. Make it use its own ammunition.
Make a wëap for the “Short range high power” mode, say it has ID 129. Make it use its own ammunition.
Make a launcher oütf for the “Long range low power” mode, say it has ID 128. Make it be a weapon of type 128.
Make a launcher oütf for the “Short range high power” mode, say it has ID 129. Make it be a weapon of type 129
Make an ammunition oütf for the “Long range low power” mode, say it has ID 130. Make it be ammunition of type 128.
Make an ammunition oütf for the “Short range high power” mode, say it has ID 131. Make it be ammunition of type 129.
Set oütf 128 to have G129 in its OnPurchase field, and D129 in its OnSell field.
Set oütf 129 to have TechLevel 9999, cannot be sold, and probability 0% of appearing in outfitters. Also use no space, take no gun slots, have no cost, and utilize no display name.
Set oütf 130 to have !O131 in its Availability field.
Set oütf 131 to have !O130 in its Availability field.