Ammo=0 weapon can block reloading

Bug #1554180 reported by mevitar on 2016-03-07
This bug affects 1 person
Affects Status Importance Assigned to Milestone

Bug Description

In some cases, firing an Ammo=0 weapon prevents the object from reloading. This is due to how regular weapons and Ammo= interact.

If a weapon has ROF= higher than Reload= of its owner, then ammo will reload even while the object is firing. However, if it's Reload= that is higher, then each time the weapon will fire, Reload= counter will reset. Such object is unable to reload its ammo for as long as it's attacking (until it reaches 0 ammo, when it is forced to wait for ammo to reload).

This works the same for Ammo=0 weapons, despite them not using up any ammo at all (except they aren't forced to wait for ammo to reload when the owner has 0 ammo).

AlexB (alexander-b) on 2016-03-11
Changed in ares:
status: New → Fix Committed
assignee: nobody → AlexB (alexander-b)
milestone: none → 0.b
importance: Undecided → High
mevitar (mevitar) wrote :

16.71.1311, Ammo=0 weapons no longer block the object from reloading if ROF is lower than Reload. Ammo=1 weapons still do, but i guess it's intentional to stay that way.

AlexB (alexander-b) wrote :

That's debatable, especially considering there are many more requests to expand weapons. There would have to be separate ammo counters, and ROF and reload timers to do it perfectly, otherwise, a shorter ROF for the weak secondary could reset a longer timer for the powerful primary weapon, just by firing. It would be possible to exploit this by just alternating targets. Right now for Ammo=1, it is like it always has been.

Changed in ares:
status: Fix Committed → Fix Released
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