For starters, this question pertains to my AftershoQs mod, which is based on faithful methods, so I can't really get too fancy with any possible extensions that might solve this.
I want to include 12 to 16 weapons in the mod that use the original ammo types (shells, nails [nails will be re-defined as 'Rifle Ammo', but operate the same in terms of the HUD], rockets, and cells). So this makes it easy to code and map in terms of ammo items. These only consume 4 spawn parms. However, each weapon has a specific magazine size, as reloading is an integral part in the combat mechanics of the mod. Naturally, for realism (and to eliminate ammo count bugs across level changing), I am storing these magazine values as parms.
I knew I would run out of the 16 available parms, and thought I had a clever solution by adding all magazine ammo values together under 1 parm, then subtracting them back out in reverse order when the next level launches up. Problem is (as I'm sure anyone who's tried this figured out), you still have to store this information across level changing to access it. Duh.
I know I can mod the armorvalue vs. armortype to essentially eliminate one of those (in fact, I plan to only use armorvalue and ditch having 3 armortypes in order to free up weapon slot floats), but this isn't enough.
Another solution I've thought of is doing away with this spawn parm storage of magazine values and automatically reloading the player's weapons across levels, and adjusting the overall ammo values in respect to how much goes into the mags (this is already being done upon the reload impulse, of course, I would simply have to implement this on level change for all weapons, which isn't a big deal, but sacrifices some realism in gameplay).
Has anyone ever seen a clever way of increasing parm count in a faithful fashion, or do I need to rethink what I'm doing here?
Thanks.
I want to include 12 to 16 weapons in the mod that use the original ammo types (shells, nails [nails will be re-defined as 'Rifle Ammo', but operate the same in terms of the HUD], rockets, and cells). So this makes it easy to code and map in terms of ammo items. These only consume 4 spawn parms. However, each weapon has a specific magazine size, as reloading is an integral part in the combat mechanics of the mod. Naturally, for realism (and to eliminate ammo count bugs across level changing), I am storing these magazine values as parms.
I knew I would run out of the 16 available parms, and thought I had a clever solution by adding all magazine ammo values together under 1 parm, then subtracting them back out in reverse order when the next level launches up. Problem is (as I'm sure anyone who's tried this figured out), you still have to store this information across level changing to access it. Duh.
I know I can mod the armorvalue vs. armortype to essentially eliminate one of those (in fact, I plan to only use armorvalue and ditch having 3 armortypes in order to free up weapon slot floats), but this isn't enough.
Another solution I've thought of is doing away with this spawn parm storage of magazine values and automatically reloading the player's weapons across levels, and adjusting the overall ammo values in respect to how much goes into the mags (this is already being done upon the reload impulse, of course, I would simply have to implement this on level change for all weapons, which isn't a big deal, but sacrifices some realism in gameplay).
Has anyone ever seen a clever way of increasing parm count in a faithful fashion, or do I need to rethink what I'm doing here?
Thanks.
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