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Cannot start a profession with a modded firearm in a holster. #22440

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ShadowDragon8685 opened this Issue Nov 18, 2017 · 6 comments

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@ShadowDragon8685

ShadowDragon8685 commented Nov 18, 2017

Game version: 0.C-6933
Operating system: Windows 7 x64

Expected behavior

When attempting to make a new start profession, I attempted to make the profession start with a modded firearm in a holster by means of contents-item for mods and container-item for the holster. I expected the character to begin with a modded firearm in their holster.

Actual behavior

Instead, the firearm and all of the mods for the firearm spawned, loosely, in the holster, ready to be drawn as if they were all weapons.

Steps to reproduce the behavior

Attempt to do something similar to below in a starting profession:
{
"item": "usp_9mm",
"ammo-item": "9mm",
"charges": 15,
"contents-item": [
"match_trigger",
"pistol_grip",
"barrel_ported",
"laser_sight"
],
"container-item": "holster"
},
Neither the order of contents-item and container-item mattered. Attempting to begin with an "item": "holster" which had the weapon as a "contents-item": failed utterly, because "contents-item": did not accept a nested "item": entry.

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Broken-Admin Nov 23, 2017

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This is because you're trying to use the holster as a container. Try changing contents-item with mods

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Broken-Admin commented Nov 23, 2017

This is because you're trying to use the holster as a container. Try changing contents-item with mods

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ShadowDragon8685 Dec 6, 2017

@Broken-Admin That did not work.

{
"item": "sw_22",
"ammo-item": "22_lr",
"charges": 10,
"container-item": "XL_holster",
"mods": [
          "pistol_grip",
          "tuned_mechanism",
          "match_trigger",
          "waterproof_gunmod",
          "offset_sights",
          "barrel_big",
          "suppressor_compact",
          "holo_sight",
          "laser_sight"
          ]
},

This only yielded an unmodded weapon in a holster.

ShadowDragon8685 commented Dec 6, 2017

@Broken-Admin That did not work.

{
"item": "sw_22",
"ammo-item": "22_lr",
"charges": 10,
"container-item": "XL_holster",
"mods": [
          "pistol_grip",
          "tuned_mechanism",
          "match_trigger",
          "waterproof_gunmod",
          "offset_sights",
          "barrel_big",
          "suppressor_compact",
          "holo_sight",
          "laser_sight"
          ]
},

This only yielded an unmodded weapon in a holster.

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Broken-Admin Dec 13, 2017

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It's something-mods, I'll get help on the Discord because I forgot what it is.

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Broken-Admin commented Dec 13, 2017

It's something-mods, I'll get help on the Discord because I forgot what it is.

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Night-Pryanik Feb 21, 2018

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The only way I found to make what you want is to

  1. Add a clone of the weapon with mods installed:
{
    "type": "GUN",
    "id": "garand_with_mods",
    "copy-from": "garand",
    "default_mods": [ "shoulder_strap" ],
    "name": "M1 Garand"
},

  1. Add this clone to the entries field of your profession:
"entries": [ 
    { "item": "garand_with_mods", "ammo-item": "3006", "charges": 8, "container-item": "back_holster" },
 ]
},

This way you'll get back holster with M1 Garand with shoulder strap within.

Member

Night-Pryanik commented Feb 21, 2018

The only way I found to make what you want is to

  1. Add a clone of the weapon with mods installed:
{
    "type": "GUN",
    "id": "garand_with_mods",
    "copy-from": "garand",
    "default_mods": [ "shoulder_strap" ],
    "name": "M1 Garand"
},

  1. Add this clone to the entries field of your profession:
"entries": [ 
    { "item": "garand_with_mods", "ammo-item": "3006", "charges": 8, "container-item": "back_holster" },
 ]
},

This way you'll get back holster with M1 Garand with shoulder strap within.

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ShadowDragon8685 Feb 21, 2018

I did that at first, but the problem with that is that the modded weapon won't inherit the graphic of the parent, so if you're using a graphical tileset it just won't show on your character's sprite, and on the ground it'll look like a giant, immersion-breaking letter.

ShadowDragon8685 commented Feb 21, 2018

I did that at first, but the problem with that is that the modded weapon won't inherit the graphic of the parent, so if you're using a graphical tileset it just won't show on your character's sprite, and on the ground it'll look like a giant, immersion-breaking letter.

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Night-Pryanik Feb 22, 2018

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Yeah,that's a workaround, not a proper solution, especially with tiles on.

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Night-Pryanik commented Feb 22, 2018

Yeah,that's a workaround, not a proper solution, especially with tiles on.

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