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Vehicle (partial) customization project

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#22 0 comments 0 reactions 0 assignees View on GitHub

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Assessment

Difficulty
5/5
Estimated time
Over a week
Newbie friendliness
20/100
Issue type
Feature
Clarity
Needs clarification
Activity status
Stale
Tech stack
csharp
Domain
game-dev

Research direction

Review the vehiclechassisdefs handling for FixedEquipment and the requested AllowedLocationsOverride and CustomWeights behavior. Confirm which of the critical and optional requests are in scope, then define completion through vehicle customization behavior and compatibility validation; the issue names no source files or tests.

Written by the indexing model from the issue text.

Description

Creating an issue on github as reuqested to not loose this in ticktes

Critical issues - this project cannot proceed without this implemented

  1. Fixed gear
    vehiclechassisdefs do not process "FixedEquipment": [] block at all - i tried putting it in on some vee, its just ignored
    we need ME to either implment it or some custom that replaces it for vees
  2. AllowedLocations override
    locations on fakevees do not match locations on mechs, so AllowedLocations on gear makes their placements on vees invalid
    we need a custom for gear that overrides AllowedLocations by UnitType
    something like
    "Custom": {
    "AllowedLocationsOverride": [
    {
    "UnitType": X
    "AllowedLocations": A
    }

Not Critical, but will real helps our sanity:)
RedBat's tools we currenyly use to validate vees is using this custom in vehiclechassisdefs to override weight of a gear installed
"CustomWeights": [
{
"ComponentDefID": "Gear_Vehicle_Compartment_Infantry_BA2",
"Tonnage": 8
}
]
would be realy nice if ME implements this in game too, will save us from creating hundred of copies of the same infantry and cargo bays with different weights

Maybe Maybe nice to haves - something we might use if its available, but we can go without this

  1. ArmorLock - some custom flag in chassisdef that prevent player from modifiying unit armor in mechbay. Idk if implementing this is ever possibvle in light of compatibility with ArmorRepair mod
  2. Vehicle/ProtoMech heatsink TT validation
    TT rules for vehicle and protomech heatsink are this
    unit must mount enough heatsinks to cover heatgen from all of its energy weapons. Only energy weapons matter, other types dont even if they generate heat
Dominant language
C#
Stars
7
Forks
6
PR merge metrics
No merged PRs in 30d

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