[quote=“n9103, post:20, topic:49”]seems a simple prompt for how much instead of all then amount would be fine. (enter to pour all, esc to abort, numbers to pour)
you could further refine it and add realism by saying they can only pour out the nearest tenth of a percent, and that removes any confirmation enter after pressing your amount.
But hey, I’m no real programmer.[/quote]
Coding this is not a problem (it just takes time), but it creates another layer of interface interaction for the player. Also just wondering how often this would get used.
[quote=“n9103, post:20, topic:49”]Also, it seems to me that it would make more sense, and be more straightforward, if all containers were ‘reloaded’ rather than emptied, when it comes to transferring fluids. (or atleast it was an option.)
It would cut down on tedium since you’d be wielding the common container to load from many smaller containers, or even to empty out fluid-using devices.[/quote]
This is a great suggestion and I’ll look into it.
… ye gods I hate this laptop. Just lost fifteen minutes writing because the damn pad is overly sensitive to the presence of hands being nearby, and a backspace turned into a back page. AARRGG >.< sigh
Anyways, the point I had been writing about was that using a large container multiple times would save keystrokes in all but one case that I could come up with, when it comes to dumping out fluids and the single extra step it would require on all dumping fluid actions. (I could only come up with dumping out rotten fluids as the always dump-yes-all) Not only that, but it opens up some otherwise suicidal tactics, like a blazing wall of fire, something a jerry can or carboy should easily be able to accomplish. (this one I’ll go into again though)
Personally, if I’m dealing with zombies, it’s because I’m making a run into town, usually near dusk or dawn. If I’m in town, I’ve probably found a jerrycan or carboy within the first few buildings (maybe I’m just lucky.) Right now, I don’t have a practical option for setting up a wall of fire on the run, other than a handful of molotovs (which I just don’t find useful enough to be a daily carry) Best I can hope for is either having a pre-established escape route that I’ve already dumped countless bottles of gas out between a few buildings, or I ended up raiding a liquor store for some odd reason (booze doesn’t have much place in my game, as the semi-rare bottles I find elsewhere are usually enough for my needs) and happened to have rags or a short blade on me (again, something I don’t bother with more often than not.)
'R’eload can now be used to fill containers with liquid.
'U’nloading liquids onto the ground now prompts for quantity of liquid. This is specified in multiples of the number of charges, eg unloading 1 unit of gasoline will create ‘gasoline (200)’ on the ground.
How does the 'R’eload button work for filling containers?
Can I recover that purifier on the ground whose flask was broken when I exploded a supply crate?
Pretty sure the spilled fluids on the ground is still lost to the player.
The Reload, as discussed leading to implementation, is to help simplify transferring of fluids between containers.
Dunno how complicated that would be, but could be useful as well, and a natural extension of the idea.[/quote]
Eh, sounds too much like a press to win button. Takes a lot of the fun out of desperately searching corpses for ammo when you’re down to your last bullet and there’s another horde of Zs bearing down on you.
As was I, though I was talking specifically of containers of water/liquid on the ground, and not the spilled liquids (as I said just before gtaguy’s post)
Would be nice not to pick up all forty bottles of water to load that Jerry can you’ve been lugging along on your water scav run.
But as I said, it’s not something I expect to ever be added. Not only from a complexity standpoint, but also from justification point as well.
Add a minimal liquid pickup requirement. I am not asking for picking up my coffee cup of tea back up, just for some of my gas back from my failed firewall.