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LimboLaunchers can't use ammo?
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EliteGoatBoy
Medic


Joined: 03 May 2016

PostPosted: Mon Jun 26, 2017 5:47 pm    Post subject:  LimboLaunchers can't use ammo?
Subject description: Weapons with LimboLaunch=yes do not use ammo.
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Figured this out while testing a new dog unit while introducing a new dog attack mechanic.

The unit is called the Assault Dog. It uses the regular leap attack (LimboLaunch, Vanilla Dog attack) once before it goes on cooldown. Until then, it relies on bites (melee attacks) to fend off infantry.

While testing it in-game, I noticed that the dog constantly used the leap attack and the ammo pip never went down.

Here's all relevant bits of code:

Code:

; Psi-Corps Dog
[CDOG]
UIName=Name:CDOG
Name=Assault Dog
NotHuman=yes
Category=Soldier
Primary=EvilTeeth
ElitePrimary=EvilTeethE
Secondary=EvilBite
EliteSecondary=EvilBiteE
NavalTargeting=6
Prerequisite=NAHAND
LeadershipRating=7
CrushSound=InfantrySquish
Strength=150
Armor=none
ReselectIfLimboed=yes ; If selected when limbo and attacking infantry, reseect when unlimbo
RejoinTeamIfLimboed=yes ; If in a team when limbo shooting infantry, write it down and try to rejoin when unlimbo
DefaultToGuardArea=yes ; the much awaited dog default to move and attack when resting
TechLevel=2
Pip=white
Sight=9
Speed=8
Owner=Confederation
RequiredHouses=Confederation
Cost=150
Soylent=75
Points=10
IsSelectableCombatant=yes
VoiceSelect=DogSelect
VoiceMove=DogMove
VoiceAttack=DogAttackCommand
VoiceFeedback=DogFear
VoiceSpecialAttack=DogMove
DieSound=DogDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=20   ; This value MUST be 0 for all building addons
ImmuneToRadiation=no
Bombable=yes
AllowedToStartInMultiplayer=no
Size=1
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER,SCATTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ImmuneToPsionics=yes
IFVMode=0
Natural=yes
; All units can be trained.
Trainable=yes
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
; This dog can detect things
DetectDisguise=yes
GuardRange=8
Sensors=yes
SensorsSight=8
; This dog uses the new dog attack system
Ammo=1
NoAmmoWeapon=1
PipScale=Ammo
ReloadIncrement=30%
Reload=200
EmptyReload=200
InitialAmmo=1

; Assault Dog Leap
[EvilTeeth]
Ammo=1
Damage=30
ROF=30
Range=3
CellRangefinding=yes
Projectile=DOGJUMP
Speed=30
Warhead=ParasiteDog ; infantry only version
FireOnce=yes
LimboLaunch=yes ; Limbo shooter at launch (one shot or become the bullet)
Report=DogAttack
FireInTransport=no;can't fire out of the BattleFortress

; Assault Dog Leap, Elite Version
[EvilTeethE]
Ammo=1
Damage=60
ROF=20
Range=5
CellRangefinding=yes
Projectile=DOGJUMP
Speed=40
Warhead=ParasiteDog ; infantry only version
FireOnce=yes
LimboLaunch=yes ; Limbo shooter at launch (one shot or become the bullet)
Report=DogAttack
FireInTransport=no;can't fire out of the BattleFortress

; Assault Dog Melee Attack
[EvilBite]
Ammo=0
Range=1.5
CellRangefinding=yes
Projectile=InvisibleLow
Speed=100
Damage=50
ROF=30
Warhead=DogBite
Report=DogAttack

; Assault Dog Melee Attack, Elite Version
[EvilBiteE]
Ammo=0
Range=1.5
CellRangefinding=yes
Projectile=InvisibleLow
Speed=100
Damage=100
ROF=30
Warhead=DogBite
Report=DogAttack


I tried to swap Secondaries with Primaries, the amount count did go down, but the Dog refused to use the Secondary weapon.

Last edited by EliteGoatBoy on Mon Jun 26, 2017 9:42 pm; edited 1 time in total

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Jun 26, 2017 8:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

This isn't an Ares related problem, limbo launch weapons have never been able to use ammo correctly.

This is presumably because they technically don't fire the weapon but instead become the weapon. Or the ammo gets rest once the unit unlimbos. You could try using InitialAmmo=0 & see if it resets the ammo to 0 after unlimboing.

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EliteGoatBoy
Medic


Joined: 03 May 2016

PostPosted: Mon Jun 26, 2017 9:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Setting InitialAmmo to 0 doesn't seem to do it. But incrementing everything by 1 kind of did the trick

Code:

; This dog uses the new dog attack system
Ammo=2
NoAmmoWeapon=1
PipScale=Ammo
ReloadIncrement=30%
Reload=200
EmptyReload=200
InitialAmmo=0
NoAmmoAmount=1


This seems to work for the dog and upping the wepaon consumption ammo to 2 works.

According to ModEnc: "Values for InitialAmmo other than ?1, which is a special case?, result in a starting ammo supply of that number plus 1."
Meaning that 0 forces the starting value to be always 1, kind of annoying though.

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Tue Jun 27, 2017 7:00 am    Post subject: Reply with quote  Mark this post and the followings unread

Does limbo launch remap correctly for vxl?

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Tue Jun 27, 2017 8:32 am    Post subject: Reply with quote  Mark this post and the followings unread

AFAIK, LimboLaunch-logic supports SHPs only. Ares MIGHT have VXL-support, but I'm not quite sure.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Jun 27, 2017 10:47 am    Post subject: Reply with quote  Mark this post and the followings unread

Limbo launch works with infantry, ground units & aircraft. It also works with both shp & vxl for either the unit or the weapon projectile.

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Thu Jun 29, 2017 12:53 am    Post subject: Reply with quote  Mark this post and the followings unread

Hmm... My question is...
Is it possible to fire a remapped projectile without self-vanishing? Or it's tied to limbo launch...

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IamInnocent
Rocket Infantry


Joined: 28 Dec 2010
Location: East Malaysia

PostPosted: Thu Jun 29, 2017 7:51 am    Post subject: Reply with quote  Mark this post and the followings unread

^ As far as I know it only works with SHPs. Even with Ares 0.Dp1, Voxels will always remapped to orange regardless whether it is a LimboLaunch weapon or FirersPalette=yes is on the projectile. (Can request AlexB fix this.)

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