Author Topic: [Suggestion] allowedSoldierType function for craft  (Read 2374 times)

Offline Yankes

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Re: [Suggestion] allowedSoldierType function for craft
« Reply #15 on: July 25, 2022, 02:23:34 am »
Question if better option would be limit by armor type?
Image XFiles where you have submarine and only armors for underwater are allowed.
Or car where you can't fit power armor.

@Delian

Unique new tag have benefits, it make easier to maintain Cartesian cross of all crafts and solders/armors.
With simple list of types when you add new solder you need visit all crafts to update one where it could use it.
With new tag you only copy paste config from other unit.

I think it could be implemented similarly to base functions where you can create new types on the fly.

Offline thusky

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Re: [Suggestion] allowedSoldierType function for craft
« Reply #16 on: July 25, 2022, 07:40:15 am »
Question if better option would be limit by armor type?
Image XFiles where you have submarine and only armors for underwater are allowed.
Or car where you can't fit power armor.

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I think it could be implemented similarly to base functions where you can create new types on the fly.

That's very good news! Of course I imagine more people would need to vouch for the suggestion before it gets on the waitlist? Would that be correct?

And yes! Armor type could also be the answer as mentionned in the presentation thread, it could really be either soldier/armor or both I think.
« Last Edit: July 25, 2022, 07:42:27 am by thusky »

Offline Meridian

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Re: [Suggestion] allowedSoldierType function for craft
« Reply #17 on: July 25, 2022, 11:01:40 am »
That's very good news! Of course I imagine more people would need to vouch for the suggestion before it gets on the waitlist? Would that be correct?

I have enough good examples already.
Todolisted.

Offline Delian

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Re: [Suggestion] allowedSoldierType function for craft
« Reply #18 on: July 25, 2022, 11:57:08 am »
it make easier to maintain Cartesian cross of all crafts and solders/armors

Maintaining it with YAML anchors is just as easy. You don't need to correct all the craft, just correct the anchor.

As for armors vs soldier types... each serve their own purpose, so I'm not sure. Deployments already have startingCondition with allowedArmors and allowedSoldierTypes. So maybe crafts could have both as well.

Offline Yankes

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Re: [Suggestion] allowedSoldierType function for craft
« Reply #19 on: July 25, 2022, 12:59:13 pm »
Maintaining it with YAML anchors is just as easy. You don't need to correct all the craft, just correct the anchor.

As for armors vs soldier types... each serve their own purpose, so I'm not sure. Deployments already have startingCondition with allowedArmors and allowedSoldierTypes. So maybe crafts could have both as well.
Between mods and files? Yes anchors are useful in this case but this is more a workaround for problem than solution.