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 Ammo pouches and contents

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TrueB
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Posts : 534
Join date : 2017-06-03
Location : UK

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PostSubject: Ammo pouches and contents   Ammo pouches and contents Icon_minitimeFri 9 Aug 2019 - 10:03

Here is a modding suggestion that might help reduce the amount of items per level imo. It seems that when attachments such as eg sights are added then the firearm and the sight are treated by the program as one, and afaik ditto with loading firearms MO & NPCs may be carrying. Unfortunately, rounds are treated singly it seems. Thus a magazine for a PKM may show as 250 or 100 contents. Normally magazines aka ammo clips, are hand-loaded but once this has been done they are talked about as entities in their own right, though someone might ask how many rounds are left. Firing any automatic weapon even in bursts, very quickly empties it. But unlike a shotgun cartridge that is ejected and disposed off, metal ammo magazine are reused. This makes them an entity that can merge with a firearm and if the ammo magazine is so considered, shouldn't its contents too. 
So I propose that instead of either packets of ammo giving amounts, there are ammo clips because the reload animation mainly shows the magazine being removed and re-engaged thus. Ammo clips in backpacks could be in the pouches of battledress webbing, and if this were so, the odd and unusual item where a guy's voice goes "mmm, mphm m" whilst apparently sorting the balance of contents could be put on as battledress or similar depending on faction. At least 2 regular ammo magazines fit into each ammo pouch so say 4 clips in 2 pouches of regular 31 load as in game mean that 124 rounds would become 4 units, which in turn go onto the jacket = 1 unit. Instantly cutting down items from 124 to 1 Very Happy

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TecnoBacon
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PostSubject: Re: Ammo pouches and contents   Ammo pouches and contents Icon_minitimeFri 9 Aug 2019 - 17:24

There is the ammo stacking feature (off by default right now as still testing), also the ammo vest that should be close to 100% stable. New ideas are always welcome and will certainly be looked into, thanks TrueB.
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TrueB
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PostSubject: Ammo Vest   Ammo pouches and contents Icon_minitimeTue 13 Aug 2019 - 1:35

[You must be registered and logged in to see this link.] wrote:
There is the ammo stacking feature (off by default right now as still testing), also the ammo vest that should be close to 100% stable. New ideas are always welcome and will certainly be looked into, thanks TrueB.
Hi TB, can the ammo vest be worn to carry ammo whilst MO is on the move, or is it still the strange imo thing that doesn't seem to do much but a man's voice is heard making indistinct noises? I do hope MO can move with it. As always, I look forward to your reply, cheerio, TrueB

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TrueB
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PostSubject: Ammo stacking   Ammo pouches and contents Icon_minitimeSun 13 Oct 2019 - 11:05

[You must be registered and logged in to see this link.] wrote:
There is the ammo stacking feature (off by default right now as still testing), also the ammo vest that should be close to 100% stable. New ideas are always welcome and will certainly be looked into, thanks TrueB.

Hi TB, your ammo stacking feature appears to work okay. I didn't realise it was a wip & turned it on. In your ammo stack in your tb3d modders.script, if under the line for this
another line was put for artefacts, could these be made to stack on each other whilst on MO's belt, pleaseand not be limited including the higher and more powerful to 2, for even on high ones some of the negatives can outweigh the positives esp saiety(?) please? Thanks and regards, TrueB.

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Last edited by TrueB on Mon 14 Oct 2019 - 7:20; edited 1 time in total (Reason for editing : Extra)
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