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DISE for Riptide: Things that do not work well yet: weapon proficiency skills, maps, and possibly more.

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Thursday, June 21, 2012

Mod blueprints, base- and required items

As you may know, I've had a break for a while now from coding (felt very tired), but I wonder if programmers can ever truly rest.. At least I always end up tinkering about something.

Feeling better, I finally got to writing scripts that gather more details about blueprints and generate messy C++ code.

So far, descriptions, base items (which weapons the mods are meant for or based on) and items required to mod weapons.

My script also gathers additional effects/damages but I haven't yet decided how to store them in DISE.

What's left now is deciding how to display it all in DISE. The mod selector will have a "Show only compatible" (or perhaps "Show only base items").

I need to think for a bit more because the UI is somewhat restricted at the moment.

Collectibles

Base items

Required items

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