Ammunition Management System: Difference between revisions

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__NOTOC__
__NOTOC__
==Ammunition Management System==
==Ammunition Management System==
'''Available Commands'''
: /ammo toggle
: /ammo queue
: /ammo combat
: /ammo clear




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: '''1.''' Select it with Player Tool 10 (on the [[Emote Radial]] menu)
: '''1.''' Select it with Player Tool 10 (on the [[Emote Radial]] menu)
: '''2.''' Issue the command <font style="color:blue;">/ammo_queue</font><br>
: '''2.''' Issue the command <font style="color:blue;">/ammo_queue</font><br>
: &#8594; The selected item must be in your inventory.<br>
: &#8594; Currently only queues a single item.<br>
: &#8594; On server transition or crash, the queued item needs to be re-set.<br><br>


* '''Selection: When a stack runs out or is un-equipped, it either (depending on the stacked item):'''<br>
: ''Note:'' The selected item must be in your inventory.<br><br>
: &#8594; Equips the queued stack, if of the same type (arrow, bolt or bullet);<br>
 
: &#8594; Searches the queued bag for a stack of the same type;<br>
* '''Queueing'''
: &#8594; If no queued ammunition is found, it falls back to the default BioWare method.<br><br>
 
There are currently two separate queues, one for the container mode and one for the tag-based.
 
: '''''Container mode:''''' Only supports containers. Is not server persistent (on server transition or crash, the queued item needs to be re-set).
When ammunition runs out the queued container will be used when searching for more of the same type (arrow, bolt, ... See: Ammunition Types).
 
: '''''Tag-based modes:''''' Only supports ammunition. Is completely server persistent.
Has sub-queues for each type of ammunition. This means it's possible to queue, for example, both arrows and bullets.
When ammunition runs out the tag of the last queued ammunition of the same type will be used, if such has been queued, when searching the inventory.
 
 
* '''Selection:'''
 
When ammunition is exhausted, no more queued ammunition is found and when using any mode but Bioware default:
: <font style="color:blue;">/ammo combat</font>
: &#8594; If toggled off: Does not fall back to Bioware selection mode and stops firing.
: &#8594; If toggled on: Falls back to Bioware selection mode and continues firing.
 
If combat is resumed, be it manually, due to AoOs or otherwise, BioWare selection will be used (even if you have queued more ammunition) and combat will not be automatically ended until the new stack runs out (if you did not queue more ammunition).<br><br>
 
: <font style="color:blue;">/ammo clear</font>
: &#8594; Reverts to BioWare default selection, clears all queues and toggles continued combat on.<br><br>
 
* '''Ammunition Types'''
 
The following types are supported:
 
: - Arrows
: - Bolts
: - Bullets
: - Darts
: - Shurikens
: - Throwing axes
<br><br>


[[Category:Systems|Ammunition Management System]]
[[Category:Systems|Ammunition Management System]]

Revision as of 15:53, 7 November 2009

Ammunition Management System

Available Commands

/ammo toggle
/ammo queue
/ammo combat
/ammo clear


  • To enable manual management of ammunition:
→ Issue the command /ammo_toggle

  • To select a bag or stack (this can be done while in combat as well):
1. Select it with Player Tool 10 (on the Emote Radial menu)
2. Issue the command /ammo_queue
Note: The selected item must be in your inventory.

  • Queueing

There are currently two separate queues, one for the container mode and one for the tag-based.

Container mode: Only supports containers. Is not server persistent (on server transition or crash, the queued item needs to be re-set).

When ammunition runs out the queued container will be used when searching for more of the same type (arrow, bolt, ... See: Ammunition Types).

Tag-based modes: Only supports ammunition. Is completely server persistent.

Has sub-queues for each type of ammunition. This means it's possible to queue, for example, both arrows and bullets. When ammunition runs out the tag of the last queued ammunition of the same type will be used, if such has been queued, when searching the inventory.


  • Selection:

When ammunition is exhausted, no more queued ammunition is found and when using any mode but Bioware default:

/ammo combat
→ If toggled off: Does not fall back to Bioware selection mode and stops firing.
→ If toggled on: Falls back to Bioware selection mode and continues firing.

If combat is resumed, be it manually, due to AoOs or otherwise, BioWare selection will be used (even if you have queued more ammunition) and combat will not be automatically ended until the new stack runs out (if you did not queue more ammunition).

/ammo clear
→ Reverts to BioWare default selection, clears all queues and toggles continued combat on.

  • Ammunition Types

The following types are supported:

- Arrows
- Bolts
- Bullets
- Darts
- Shurikens
- Throwing axes