Yes and no. Inventory is reserved for non special items, which you can define in the appropriate shop.json file; ie you create a shop/tag which deals exclusively in ballistic weapons with default inventory and special values (30 and 20 respectively iirc). You put all ballistics, including rares are in basic inventory (count >1, rarity >0). But, for instance you put TTM's as "special" items, along with their rarity value, and a weight value, with +5 increments (+ is weight 5, ++ is 10 and so on). What will happen when you access the store, the game will roll two tables; "inventory" with regards to two numbers: it will roll rarity and populate the inventory with everything that is set to appear, up to the inventory limit. Some things may not appear for a long time, some things will be always there, all part of the background sim. Second number is "special": things get rolled in the first rarity roll, and their weight is deducted from the "special" value (for instance, "special" of 20 would get you four TTS+ or two TTS++ or any combination of the weight values up to "special" value", so you would never get many of them, regardless how much you sacrifice to the RNGesus), so that's basically a limiter on more powerful items you can get. Max items in the shop is still 30, but some of them have a second criterion to be shown, and can never be abundant. Count of 0 means unlimited items to buy, thats correct. So for lostech items you put rarity to regulate how often they should show up, and weight to regulate how many of them can be present in the shop inventory at the same time. Game balance solution.) Regarding the "shop" folder, isn't "Inventory" reserved for "guaranteed" items that should always appear such as basic ammo, single heat sinks, etc.?
The game engine does not recognize/can't animate the second shot. What will happen is you will fire, spend two ammo, hit the same position for double damage, and the game will try to animate two shots and fail miserably showing one leaving the barrel at right angles, racing into space, or wherever, and second will hit for double and your pilot will say they missed. My thinking is that AC shots are not physical objects, and they don't show up properly as double shot, as opposed to LRM and SRM objects. If you make an AC that has indirect fire, it will shoot through terrain, not parabolic. The tracer seems to be a sprite instead of an 3d object (but I think someone will correct me about terminology). Same story for PPCs and lasers. My UAC solution is that I described them as integrated weapons, with ammo inside, and rounds leaving the barrel basically one right behind the other. I'll upload one as an example, I think the description should clarify a bit. I didn't manage to create new ammo types, although I have ammodefs, I'm just lazy now.2) How does the shot count with ACs cause this bug?
In regards to the VersionManifest, I still hold by my recommendation to use separate folder within the data folder, and (just a hunch) try to avoid suffixes similar to default item (UAC_0-STOCK). I don't use that naming string and everything works, and is saved in a custom folder within data folder where .jsons are. Also, in the readme I uploaded, you have the manifest lines relevant to customsweapons folder inside; just copy the folder with the ACs and add the lines to the VersionManifest.csv somewhere in the autocannon weapondef group (backup first and all that), and the game will load them in. I didn't see any problems with your original files, but I'm kinda sleep deprived, soooo...
Shouldn't be an issue. Mine looks like this Weapon_Autocannon_UAC5-Krueger,WeaponDef,data\customweapons/Weapon_Autocannon_UAC5-Krueger.json and it works perfectly, kills the meat, wrecks the metal (I do think I might be doing something wrong here). No issues with pathing. I thought it would be, but none whatsoever.Might be the highlighted part.
#1 - did you place it in your core data/weapon folder? Or is it in a mods folder?
#2 - you have your slashes going both ways. Should be data/weapon/Weapon_Autocannon.......
I couldn't find them either.
What you're saying, though, is that the references to other mech's art assets needs to be added to the manifest as well as in the hardpoint JSON?
Found them today
And my UAC thingie. Kicks ass. For 15 rounds.
Edit: Grammar. My greatest nemesis sometimes.
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