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Is your feature request related to a problem? Please describe.
CDDA would benefit from removing bayonets from the underbarrel slot location and adding them to their own unique slot. This presents the problem of installing a grenade launcher and a bayonet.
Solution you would like.
I would like to have gunmods be prevented from being installed if another gunmod is present. For example, certain bayonets if a grenade launcher is present. #27269 added a function that is very nearly what I'd like, which checks available slots against a list on the gunmod.
I would like a similiar function, that checks installed gunmods against a list on the gunmod.
E.g. M203 can't be co-installed with Combat knife, modified combat knife, sword bayonet... etc.
Sword bayonet can't be co-installed with m203, m320, M26, etc.
Describe alternatives you have considered.
Leaving things as is and not adding a bayonet lug location, but that means to control which guns can have bayonets and which can't we'd need, I dunno, a complex system of flags.
Additional context
I tried getting something setup for myself to being building CDDA (Codeblocks MINGW, cygwin, vsstudio) but ran into errors on each try.
Is your feature request related to a problem? Please describe.
CDDA would benefit from removing bayonets from the underbarrel slot location and adding them to their own unique slot. This presents the problem of installing a grenade launcher and a bayonet.
Solution you would like.
I would like to have gunmods be prevented from being installed if another gunmod is present. For example, certain bayonets if a grenade launcher is present. #27269 added a function that is very nearly what I'd like, which checks available slots against a list on the gunmod.
I would like a similiar function, that checks installed gunmods against a list on the gunmod.
E.g. M203 can't be co-installed with Combat knife, modified combat knife, sword bayonet... etc.
Sword bayonet can't be co-installed with m203, m320, M26, etc.
Describe alternatives you have considered.
Leaving things as is and not adding a bayonet lug location, but that means to control which guns can have bayonets and which can't we'd need, I dunno, a complex system of flags.
Additional context
I tried getting something setup for myself to being building CDDA (Codeblocks MINGW, cygwin, vsstudio) but ran into errors on each try.
I am quite inept when it comes to programming C++ (I can't even set up a build environment) but where I had intended to start was something like the below inserted at https://github.com/CleverRaven/Cataclysm-DDA/blob/master/src/item.cpp#L11262,
with a new json field other than blacklist_mod, obviously.
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