weapon and ammo changes

Bug #895538 reported by Bug Importer
6
This bug affects 1 person
Affects Status Importance Assigned to Milestone
Ares
Fix Released
Medium
AlexB

Bug Description

NoAmmoWeapon=
a weapon that would be fire if there is no ammo, it may be useful to recreate the scorpion tank missile,
Primary=v3missile
NoAmmoWeapon=Cannon
this way, the v3missile can only be fired until his ammo is recovered otherwise he will just use the cannon

also it would be great to add a AmmoUsage=0.3 a coefficient in the weapon that makes the weapon dont use 1 ammo for each shot but 0.3, that would make an AT infantry would just fire 8 missiles, but it can shoot a lot of bullets

Revision history for this message
FS-21 (jagarni1983) wrote :

sorry but I think that this has been requested before (Ammo in weapons, http://bugs.renegadeprojects.com/view.php?id=316)...

And would be more easy a simple RequiredAmmo=int (def=1 or 0) in the weapon...

Revision history for this message
Bug Importer (bug-importer) wrote :

yeah, sorry, i didnt foudn that

Revision history for this message
Renegade (renegade) wrote :

Closed as duplicate as per bugnote:3913.

Revision history for this message
AlexB (alexander-b) wrote :

No longer a duplicate. Ammo= on weapons is a separate thing available on 0.B. This is a request for NoAmmoWeapon=, which is different, because just having Ammo=0 will not make a unit switch weapon preferences when ammo is empty. It would just wait to reload.

See also: https://blueprints.launchpad.net/ares/+spec/ammo-on-weapons

AlexB (alexander-b)
Changed in ares:
assignee: nobody → AlexB (alexander-b)
status: Invalid → Fix Committed
milestone: none → 0.c
Revision history for this message
AlexB (alexander-b) wrote :

Implemented as
[TechnoType]NoAmmoWeapon= (integer, defaults to -1)
The weapon index to switch to when there is no ammo left. This will override the weapon selection and only allow this weapon to be selected. Valid values are -1, 0, and 1.

This can be used to switch to a less powerful weapon automatically and use it until ammo has been reloaded, or to disable firing any weapon when set to a weapon that requires ammo.

[TechnoType]NoAmmoAmount= (integer, defaults to 0)
If the current ammo is equal to or below this value, the NoAmmoWeapon will be used.

Revision history for this message
AlexB (alexander-b) wrote :
Changed in ares:
status: Fix Committed → Fix Released
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