Another question: How do you make an item with multiple “use_action” promt the user with a menu to select the action? Currently, I have the following:
"use_action": [
{
"target": "abm_belt_cloth_shot_unfinished",
"msg": "You adjust the belt to house shotshells.",
"menu_text": "Adjust for shotshells",
"type": "transform"
},
{
"target": "abm_belt_cloth_50_unfinished",
"msg": "You adjust the belt to house .50 bullets.",
"menu_text": "Adjust for .50",
"type": "transform"
}
],
It defaults to the first option when activated. Is it possible to have the user choose?
[quote=“Maddremor, post:101, topic:12858”]Another question: How do you make an item with multiple “use_action” promt the user with a menu to select the action? Currently, I have the following:
"use_action": [
{
"target": "abm_belt_cloth_shot_unfinished",
"msg": "You adjust the belt to house shotshells.",
"menu_text": "Adjust for shotshells",
"type": "transform"
},
{
"target": "abm_belt_cloth_50_unfinished",
"msg": "You adjust the belt to house .50 bullets.",
"menu_text": "Adjust for .50",
"type": "transform"
}
],
It defaults to the first option when activated. Is it possible to have the user choose?[/quote]
I believe you need to create several copies of your item with transform actions with different target, like this:
{
"id": "candle_smoke",
"copy-from": "candle",
"type": "GENERIC",
"name": "smoking candle",
"description": "A candle in every respect, but designed to produce a thin stream of smoke. Often used in ceremonies or to add an air of 'ambient mystery', but could likely be used to reduce scent by windows and doors it is placed next to.",
"emits": [ "emit_smoke_flare" ],
"use_action": {
"target": "candle_smoke_lit",
"msg": "You light the smoking candle.",
"active": true,
"need_fire": 1,
"menu_text": "Light",
"type": "transform"
}
},
{
"id": "candle_smoke_lit",
"type": "TOOL",
"name": "smoking candle (lit)",
"name_plural": "smoking candles (lit)",
"copy-from": "candle_lit",
"description": "This smoking candle is lit, providing both aeromatic smoke and light.",
"emits": [ "emit_smoke_flare" ],
"use_action": {
"target": "candle_smoke",
"msg": "The candle winks out.",
"menu_text": "Extinguish",
"type": "transform"
},
"flags": [ "LIGHT_8", "TRADER_AVOID" ]
}
If Im understanding the question, you want to be able to take an item and make several ‘branches’ of items from it. Transform should only honor the last transform option input.
You can try to create a 6 second recipe that is accessed from the crafting menu.
You could also make them all rotate. i.e. ammo_shot_belt goes to ammo_50_belt goes to ammo_unused_belt goes to ammo_shot_belt. By this method the player only needs to be aware this function exists.
You could make the player define its ammo as they create the item i.e. they dont craft the generic version.
So is there anything in the Jason’s for the latest experimental s that determines how much engine power a combustion engine has or is this something that is hard coded now?
It needs to be declared in its item definition Json now.
It should be. If not, it’s probably a bug. Provide an example though - I’m not sure what kind of battery powering do you have in mind. Battery as magazine, vehicle battery, battery-using-gun specified to use UPS not working or what?
Well, I have a gun that uses battery to fire. A tesla coil, if you will.
The gun was originally intended to be too unwieldy to use by hand, but could be mounted. Back when car batteries could be charged via standard batteries it worked fine when mounted, drawing 100 charge per shot, doing minimal damage per shot, but stunning, lighting up, and bouncing off enemies.
The gun, Ive been informed, will still require batteries when mounted, due to the new turret mechanics.
Anywho, the issue may be the ups version of the gun not drawing power at all from ups.
Which is another issue entirely, but this shockcannon is incompatible with a ups conversion kit. I got around that by making an actual ups powered version, but it will not draw power from ups, making it an infinite ammo gun.
Weapons may have problems consuming electricity directly, if ammo is specified to be battery, as there is no instance of this happening in core game.
If you want to use it that way, report it, but it may later bitrot again for as long as there is no turret in the core that works this way.
The UPS part however is an obvious bug. UPS weapons are supposed to properly draw power from vehicle storage.