3xANikolai wrote:1. Eventually for my mod I would like to implement new ammunition, well in particular different versions of ATGM's, AA missiles or separation of RPG HEAT and Frag-HE rounds. Would I have to replace the new stuff with an already existing ammunition or would I just be able to add a completely new instance?
This is a complex topic that can have multiple ways to accomplish something.
You can add as many weapons to a unit as you want, but problems can arise by the inability of the game to properly display them in the unit's info window, with getting the unit's animations to play properly, and with the unit's weapon firing priorities. Vanilla tanks already stack AP and HE ammo on the main weapon without conflict because they are fired at two different targets and vanilla infantry stack a long range and short range version of their rifles. Many FIST teams also stack AP and HE rockets, so you can use one to model off of.
In the WeaponManager, each turret is independently aimed and fired. If you want your weapon to fire at the same time as existing weapons, then add a new turret. To have an alternative ammo, you need to add a new TMountedWeapon to an existing turret.
Within a TMountedWeapon, SalvoStockIndex controls which ammo pool the weapon draws from and SalvoStockIndex_ForInterface controls which slot on the unit card the weapon shows up in (null, 1, 2). You can merge weapons using this.
Infantry use the GroupeCombat module to display animations, but it is very similar to the ApparenceModule. The TCompositeHappening references typically follow the following order.
3xANikolai wrote:2. If I was going to change a unit from 'recon' tab to 'vehicle' tab, would I only need to change a few things within the units modules?
The only thing you have to do is change the Factory on the TUniteAuSol page, but there are many minor details that may be relevant.
- In the TUniteAuSol page, AcknowUnitType and TypeForAcknow control the radio acknowledgements.
- In the TypeUnit module are two things; TypeUnitHintToken and the first localization hash in the Filters.
- In the CompanyUnit module are the Label module and IAStratModule. The Label module contains several UI-related items.
- Recon units have stealth and different optics, so the Visibility, Scanner Configuration, and Scanner module must be changed.
- The IAStratModule must be changed for the AI to utilize the unit correctly and it should match the one in the CompanyUnit module.
- Recon units have a symbol in their name, so the name should be edited in the ZZ_Win.
3xANikolai wrote:3. Sireyn I believe you have added a Mortar to the Merkava if im not mistaken, how did you go about with the other Machine Guns on the tank(considering that it would now have 4 weapons? And how did you display them within the stats menu or did you have it like how ships are done with CIWS?
Technically there are up to six weapons: Main gun AP/HE, MG/Grenade Launcher, and Mortar HE/Smoke. I merged similar weapons and edited the name to make it intuitive. The second image shows a few problems with merging weapons; the C-06 apparently has a helicopter range, but that is from the machine gun, and the ammo counts are not displayed for both weapons. In battle, the ammo counts between all merged weapons will be added together, making it difficult to know which weapon is running low.