Comments (4)
That's a very good observation. While MC works with flashpoints I haven't really had any time yet to tweak it for FPs. Just had time to make it BT v1.3 / FP compatible.
I'll definitely make this type of thing a high priority for the MC v0.3.0 release. I'll just finish off v0.2.0 quickly after Christmas.
Thanks for the suggestion. It's very helpful.
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I'm looking to see if I can squeeze this quickly into the v0.2.0
release. I've finished all features and planned bugs but this one might be a quick one with a high impact.
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I'm going to still look into some kind of limit controls for Flashpoints but also I've added tonnage specific limitation control in the settings.json
for v0.2.0
. It looks like this (using a cut down example to only show the specific options I want):
"AdditionalLances": {
"DisableWhenMaxTonnage": {
"Enable": true,
"Limited": false,
"LimitedToUnder": 300,
}
},
},
Which means you can turn that feature specifically on or off. If it's on, then you can disable Additional Lances
feature using the below logic.
If you have Limited
on then if the contract has any max tonnage limits then the Additional Lances
feature is disabled.
If you have Limited
to false
, then LimitedToUnder
is used. This will disable the Additional Lances
functionality if the contact's max tonnage is below the value specified here (e.g. 300
in this example).
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For v0.2.0
I've added DisableIfFlashpointContract
which defaults to true
. For v0.3.0, I will add more granular control over this for flashpoints so you can specify some more rules like if you're limited to 1 mech - don't use Additional Lances etc.
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Related Issues (20)
- Additional Lances: Make Follow AI more specific in who it targets HOT 3
- Dialogue: Support formatting text replacement casing HOT 1
- Custom Contract Types: Map metadata was using wrong heights when plots changed from map data HOT 1
- Dialogue: Conditional dialogue content HOT 11
- Dialogue: Modification HOT 2
- Data Cleanup: RestoreFromCopy cleanup approach caused infinite spinner when MC was not allowed to run HOT 1
- Blackout: Badlands Map - Phase 2 Event 2 invading lance units spawn on top of each other when Random Spawns is off HOT 1
- Blackout: Badlands Map - Player spawns lance units spawn on top of each other with Random Spawns off HOT 1
- Blackout: Lowlands Map - Phase 2 Event 2 invading lance units spawn on top of each other when Random Spawns is off HOT 1
- Bug. Probably. HOT 5
- Additional Lances: Add a match for faction that hook into IsClan, IsInnerSphere etc HOT 2
- Dialogue: Add BT dialogue interpolation for Async Dialogue HOT 1
- Dialogue: Support for Pilot Dialogue to handle non-Player Lances HOT 1
- Contract Builder: New Objective - `DestroyXUnitsObjective` HOT 1
- Custom Data Search HOT 2
- Vanilla Bad Map Data: EncounterObjectGameLogic without initial encounterObjectGuid HOT 1
- Contract Builder: New Objective - `DestroyXDestructiblesObjective` HOT 1
- MC/Designer: Slight mismatch in region position between designer and MC placement HOT 1
- Contract Builder: Contract Objective Support
- Contract Builder: New Trigger Condition - `PlayerTonnageConditional`
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