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Strange thing with the ammo mod

dHerblay

Landlubber
Storm Modder
I installed all the stuff (build12, modpack last version, new islands, new ammo mod) and I can't get a powder flash or a bullet or anything to fire my guns. There is no such thing in the chest in my cabin...

Is it a bug or a misunderstanding of a thing in the game from myself?

Thanks
 
Did you use the ammo mod from Pieter's Pirates Page or the one on the FTP? The one on my page is an older version. Many things got changed in the one on the FTP. It will soon be put up on my site for download as well.

The bullets, powder flasks, etc are in the weapon's locker in your cabin (this is in the old mod version; not sure about the new one). The weapon's locker is where the blades are hanging at the wall in your cabin. You should be able to loot bullets from dead enemies corpses, even if traders don't sell them.

Hope this helps.
 
Hi PIeter!

Thanks, I was using the newer version, and I searched for the ammos and things but never found them ! HEhe Anyway, I'll wait until your new update that seem very cool!

Thanks again!
 
dHerblay, in the new version there should be 6 gp + 6 pb in the weapons locker. If you skip Malcolm you will get the same amount arriving at Oxbay. Stormy start more randomly given ammo.
Flask & Pouch will show up after a while (rank 4) and Barrel & Bag (rank <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/cool.gif" style="vertical-align:middle" emoid="8)" border="0" alt="cool.gif" />. //JRH
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Jack

I'm late getting to use the Ammo mod. Just got it as part of the Nov. 22 Post B12 mods.

It looks like the mod misses the multi shot guns like Alan's pistol braces, and I'm guessing, the double barrel and quad-barrel pistols as well.

Those guns fire repeatedly without using any of the ammo or powder.
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Petros, I´ve tested pistols 4, 6, 7, 8 & 9 (the multishot pistols) on modpack 2 nov, mp 21 nov & mp 21 nov + new Islands. Shooting without ammo was not possible for me.

It is possible to equip pistols by hand (without any ammo). You will get the full blue recharge line & grey bullets.
Trying to shoot should result in a scissorlike click with some red visual effects + 1 or 2 logtexts + auto-unequip, but never in a real shot.

Do you really get shots in that situation? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/guns.gif" style="vertical-align:middle" emoid=":2guns" border="0" alt="guns.gif" />
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

Using a Brace of large pistols, I finished off all the skellies in the Oxbay Dungeon!
 
Petros, I don´t know what it is. Tested the brace of large pistols in Oxbay dungeon this morning. They consume ammo yes. You are not using the earlier edition of the ammo mod? You have not looted some additional ammo from the skellies? (Sorry have to check everything)
Any one else having the same problem? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/huh.gif" style="vertical-align:middle" emoid=":huh" border="0" alt="huh.gif" />
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Jack

I was wrong about the problem being with Pistol Braces only.

I just found I could get the same results, unlimited shots without ammo, with the short pistol as well.

The secret ... the mod does not impact "Excellent" condition pistols!

Perhaps the same coding that prevents Excellent weapons from being bought or sold is at work here as well.
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Petros,
Think it´s even worse:
Looks like I´ve missed all other qualitys but the average when the weapon mode is on. This has to be fixed, don´t know how yet but I`ll try. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
 
I think it would be a good idea to add some additional code to initItems.c for each type of gun that defines which kind of ammo it uses. You can then use "if(enemy.equip.gun.shottype == "regular_shots")" as the requires if-statement instead of how it is now. If you want, I could try and give you a hand when I have some time. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Think the "attack.equip.gun" in LAi_events doesn´t deal with qualitys and was wondering how to change that. Maybe thats what your suggestion would be able to handle?

Pieter, I´m very grateful for all kind of help! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
My suggestion would have your code in LAi_events.c search for a "shottype" which can be defined for each type of gun. Because your ifs use "pistol#", they won't work for guns that have a quality, because quality is added to the gun's name as "+#".
(# means any random number that is appropriate)

Of course, you could add a large number of "pistol1", "pistol1+1", "pistol1+2", etc. (not sure if this is exactly correct, but you get the point), but that would make for a very annoying code with ifs with dozens of arguments. Better having one if search for the shottype flag. You would just have to add it in initItems.c. Look at the code for disarming with blades (search for "PB" in the code) to see how it can be done. If you don't manage yourself, I'll try to give you a hand. But I reckon you'll be able to do it. I managed to add the disarming chances eventually, even though the disarming mod itself isn't working too well.
 
Yes, and I will add that new attribute to the guns in the "weapon-mod-on" table as well and LAi-event doesn´t have to bother with qualitys or weapon mode on/off! Thank you and I´ll try it out. I´m working on the next mod now and have made some progress, much is still to be done... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/guns.gif" style="vertical-align:middle" emoid=":2guns" border="0" alt="guns.gif" />
 
I wish you luck with it. I hope it'll work. I reckon, if you follow the examples in initItems, you'll be able to figure it out. If not, feel free to ask for help. For a change, I actually DO know something about it. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
Yes Pieter everything worked the way you said! Many thanks for your help.
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
I´ve changed those 2 files now. When & how do you want them?
 
When? Whenever you think they're ready. How? I don't care. Either put them on the FTP or send them to <a href="mailto:pieter_boelen@planet.nl">pieter_boelen@planet.nl</a>. Whatever you do, I'll get the files anyway. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
I´m planning to skip the auto-equip because it has the same problems as the other bug: it doesn´t deal with other qualitys than average (wpm mode on). The lenght of the code (the way I am able to do it) could easy become a kilometer or so. (111 types) Also it may be discussed which pistol is the better one etc.

So, when out of ammo your pistol will be unequipped and you have to re-equip it manually when getting new ammo. (If you somehow succed in equipping without proper ammo, there will be the "red clicking" & unequip again. This is a "just in case"). What do you think?
 
I reckon the auto-equipping could be done much easier. For example, the auto-equip button (F-button) that I coded also does something like equipping your best gun. You can use the function "EquipCharacterByItem(PChar, FindCharacterItemByGroup(&PChar, GUN_ITEM_TYPE))". It will try to equip the best gun you have when you don't yet have a gun equipped. It doesn't work 100% properly, because it will look in the table-like code in initItems.c, select from the guns you have the one closest to the bottom of the file and then equip the best quality you have from that guntype. Unfortunately, it will thus choose a badly worn scrapper pistol over an excellent grapeshot pistol. However, this is probably the best you can do and would be he easiest way to code it.

I'm not sure is the (de-)equipping of guns is actually required in the ammo mod. Maybe, if you fire a gun without having more ammo left, it would be just fine if it is clear to the player that he/she can't do any more damage with the gun until he/she has more ammo.

BTW: Could you please add code for the equipping of gunpowder flask and ammo pouch to the auto-equip code? Then the player won't have to manually go through the inventory to equip them. The code is in seadogs.c; Search for "PB: Equip button". If you look at the code for auto-equipping blades, guns, etc, I reckon you'll be able to add the cases for the ammo pouch and gunpowder flask as well. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Thank you Pieter for your answer. I´ll think things over and test for a while.
(The reason for the de-equipping was both voices in the forum about the unpopular white smoke situation and the rather stupid thing to try to fire your gun with no ammo.)
Equip button it will be for the pf & ap.
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/guns.gif" style="vertical-align:middle" emoid=":2guns" border="0" alt="guns.gif" />
 
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