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Ammo Mangement F1 Menu & Better Ammo Management #1751

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MrXonte opened this issue Jan 29, 2025 · 5 comments
Open

Ammo Mangement F1 Menu & Better Ammo Management #1751

MrXonte opened this issue Jan 29, 2025 · 5 comments

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@MrXonte
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MrXonte commented Jan 29, 2025

Is your feature request related to a problem? Please describe.

The original setup of TTT ammo entities quickly falls apart when using addons. Some of this was addressed (like dropping wep.clipsize ammo, which caused huge issues with low clipsize guns), but the underlying problem is that the ammo is matched to the original guns where one ammo entity is exactly one clip, and the max reserve is exactly two clips, and the guns ClipMax is two ammo entities. This can cause a lot of weird behavior with guns that don't stick to the original values or larger modifications that add/remove ammo types.
For addon creators, this is also an issue since you need to directly modify core TTT files if you want to modify ammo, which can cause conflicts if you want to make "drop-in" solutions that just downloads from the workshop.

Describe the solution you'd like

Dedicated F1 submenu for managing ammo entities (aka anything that inherits from the base ammo entity) and some reworks/additional options for ammo.
Some settings for each ammo type I would like are:

  • [Bool] Enable/Disable Ammo Spawns
  • [Bool] Replace with Random Spawn (requires disabled ammo spawn)
  • [Integer] Box Capacity: Default amount of ammo in an ammo entity and the maximum dropable at once.
  • [Integer] Static Reserve Amount: Maximum size of reserve ammo.
  • [Bool] Dynamic Reserve: An option to enable dynamic reserve. This system makes your total reserve equal to the ClipMax (which is unused in TTT/2 except for some bad interactions during Equip that can delete ammo from the round and which is equal to the static ammo reserve anyway) of all your weapons, summed. That means your reserve increases accordingly if you have multiple weapons of the same ammo type. Disables Static Reserve Amount.

This should also not break any default behaviour or existing addons (that don't directly modify these files) while giving great customization options.

Describe alternatives you've considered

If you want to be able to modify ammo, there really isn't a good alternative that comes to mind since there is no system in place.

@TimGoll
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TimGoll commented Jan 29, 2025

will consider this and come back to the ideas once we plan the weapon/ammo rework. Maybe I should start planning things so other people (like you) can implement subtasks

@MrXonte
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MrXonte commented Jan 29, 2025

That would be great! And there's a non-zero chance I might have some things ready anyway when it comes to weapons since I'm using a hugely modified weapon base. Ill try to make a PR for any non-breaking improvements to the weapon base moving forward, and for any base gamemode stuff I do PRs now anyway 👍

From the top of my head, something you might like is FOV Relative Zoom: Instead of zoom setting FOV to a fixed amount, zooms by a set %. So default sniper zoom would be 4x zoom for example, regardless if the game is run at 100 or 50 FOV.

@TimGoll
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TimGoll commented Jan 29, 2025

And there's a non-zero chance I might have some things ready anyway when it comes to weapons since I'm using a hugely modified weapon base.

The one by wget? Because this is something were I took great inspiration from.

From the top of my head, something you might like is FOV Relative Zoom: Instead of zoom setting FOV to a fixed amount, zooms by a set %. So default sniper zoom would be 4x zoom for example, regardless if the game is run at 100 or 50 FOV.

Not sure if this is a QOL improvement or a hack :D

@MrXonte
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MrXonte commented Jan 29, 2025

The one by wget? Because this is something were I took great inspiration from.

nope my own, started back in the day because I tried integrating m9k's bullet penetration and turned into its own little monster from there https://steamcommunity.com/sharedfiles/filedetails/?id=3350719970 (and some weapons that use it here https://steamcommunity.com/sharedfiles/filedetails/?id=3335014120)

Not sure if this is a QOL improvement or a hack :D

It helps a lot in edgecases with things like 2x zooms, where you could have such a low FOV that 2x zoom would actually increase your FOV. And it makes high FOV less powerful since you don't get as good a zoom on 4x zoom weapons anymore. Currently playing on the highest FOV lets you see more AND gives you better zoom

@TimGoll
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TimGoll commented Jan 29, 2025

I will give it a look!

Ah, you're right, FOV works in that direction. Then it actually sounds more like a fix

@Histalek Histalek added this to the Feature Backlog milestone Jan 29, 2025
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