I'm not entirely sure about passive ICarriable; how will the battlescape
engine decide whether a unit can fire with the (per definitionem)
ICarriable item in its hand? IMO it would be logical to have basic usage
types put into all battlescape items, so that one just overloads the
throw(...) for grenades and such, maybe using another class that will
be intantiated during mission loading?
Here is yet another slightly upgraded/transformed datainterfaces
directory, and questions as usual:
- Do we need any more datainterface classes? It seems to me that
everything is covered (more or less, but enough classes to handle
- How are we going to handle reserved time units when users change
weapons? If you put away your RH weapon while in "TUs reserved for aimed
shot" mode, and have enough TUs to aimed fire your LH weapon, not even a
warning happens? And if there is not enough TUs to do that, then mode
switches to "plain move"? what if this happens in the equipment screen?
- Could dummy ICarriables be used in IAircraft's personnel assignment?
Say, we create a "representative" item for any soldier/HWP assigned to a
craft and then merrily use the ICarrierContainer's placing handlers?
- Do aircraft weapons have damage types (maybe helping to differentiate
between beam and missile weapons), or all damage is created equal?
- How will alien psionics be coded, since they don't have to use objects
to do psi?
- Will we stick with the original "aimed fire 1 shot, snap fire 1 shot,
auto fire 3 shot" model, or implement different ammo usage (see auto
cannon/minigun discussions on the forums)?
ICarriable just determines that item can be carried. If you want your item
be able to fire or thrown, then other appropriate interface must be
----- Original Message -----
From: "Tamas Terpai" <terpai@...>
Sent: Saturday, March 06, 2004 10:31 AM
Subject: [Xenocide-programming] datainterfaces update
> I'm not entirely sure about passive ICarriable; how will the battlescape
> engine decide whether a unit can fire with the (per definitionem)
> ICarriable item in its hand? IMO it would be logical to have basic usage
> types put into all battlescape items, so that one just overloads the
> throw(...) for grenades and such, maybe using another class that will
> be intantiated during mission loading?
> Incoming mail is certified Virus Free.
> Checked by AVG anti-virus system (http://www.grisoft.com).
> Version: 6.0.594 / Virus Database: 377 - Release Date: 2/24/2004