weapon and ammo changes
Bug #895538 reported by
Bug Importer
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
Changed in ares: | |
assignee: | nobody → AlexB (alexander-b) |
status: | Invalid → Fix Committed |
milestone: | none → 0.c |
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sorry but I think that this has been requested before (Ammo in weapons, http:// bugs.renegadepr ojects. com/view. php?id= 316)...
And would be more easy a simple RequiredAmmo=int (def=1 or 0) in the weapon...