View Full Version : SWADE Ruleset 5.10.9
Mike Serfass
January 4th, 2025, 19:55
Upcoming changes to SWADE
I updated the vehicle window to use the newer controls. If anyone is using vehicle_main or vehicle_combat in an extension, make your changes now.
The widget names remain the same. The widgets have been changed to the content versions, and the anchor changes from columnanchor to contentanchor.
I added passengers to vehicles. If you use chillhelm's excellent 4C extension, you'll recognize this. It's now in the core rules.
It uses the same nodes as 4C, so when chillhelm drops that from his extension, you won't lose passengers.
I added a position field.
This should release on Tuesday. If chillhelm hasn't updated his extension before then, you'll have to not load it. It's an easy change, so he'll probably have it done pretty quickly.
This will be version in 5.10.9.
Here's a screenshot.63135
Jiminimonka
January 5th, 2025, 00:47
Are you sure we won't lose passengers?
Mike Serfass
January 5th, 2025, 02:03
In my tests I didn't lose passengers.
Mike Serfass
January 5th, 2025, 06:56
If you make extensions, there are new functions in VehicleManager. These are part of improvements to how vehicles are handled in the ruleset.
getPilot(nodeVehicleCT) - get the pilot, checking CT and character owned vehicles.
findPilot(nodeVehicleCT) - does a bit more discovery than getPilot to figure out who the pilot is
getVehicleNodeChar(nodeVehicleCT) - gets the owning player vehicle node
isPilot(nodeVehicle, nodeCT) - returns bool indicating if the character is the pilot
getVehicleOccupyingCT(nodeCT) - gets the CT vehicle the character is in
doesCharacterOccupyVehicle(nodeVehicleCT, nodeCharCT) - determines if the character is a pilot, gunner, or passenger, or is in the same CT group
isVehicleSimple(nodeVehicleCT) - a simple, straightforward check if it's a vehicle
getManeuverType(vVehicle) - gets a vehicle's maneuver type
getSpeed(vVehicle) - gets a vehicles speed
I also added
NodeManager.childNodeExists(node, sField)
CombatManager.areCombatantsInSameGroup(node1, node2)
More information is on the functions in the code base.
Jiminimonka
January 5th, 2025, 12:37
In my tests I didn't lose passengers.
Did you have any passengers?
Mike Serfass
January 5th, 2025, 18:41
Yes, I did have passengers.
My implementation uses the same nodes as 4C.
When I had 4C active and my implementation, the passengers list twice.
All that work is committed. You can pull it and test. More testing wouldn't hurt.
kronovan
February 11th, 2025, 01:15
Was this feature added?
My SWADE version lists as v5.11.2, but I don't have a passenger field for vehicles. That's even true if I create a new vehicle.
I do however have what I believe is a new, blank field immediately below Crew. There's no title description for that field, just a blank underline.
[Edit] Actually, if I click in the Crew field, I get a pop-up displaying the text; "Number of crew plus and additional passangers vehicle can transport."
Jiminimonka
February 11th, 2025, 07:34
Have you tried dragging a character onto the word Passenger? Maybe it works like it did in Chilhelms extension
Mike Serfass
February 11th, 2025, 14:34
The field on the Main tab under crew isn't the passenger list. It's a free-style field that allows you to enter whatever you like to track things not covered in the core rules.
The passenger list is on the Combat tab under Mounted Weapons.63418
kronovan
February 11th, 2025, 22:18
The field on the Main tab under crew isn't the passenger list. It's a free-style field that allows you to enter whatever you like to track things not covered in the core rules.
The passenger list is on the Combat tab under Mounted Weapons.63418
OK cool. I'll give that a try next time I have FGU running
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