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[Solved mostly] Primary weapon reload blocks Secondary use.
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rey
Cyborg Soldier


Joined: 15 Jul 2019

PostPosted: Mon Dec 20, 2021 8:18 am    Post subject:  [Solved mostly] Primary weapon reload blocks Secondary use. Reply with quote  Mark this post and the followings unread

Tried to search through topics with NoAmmoWeapon questions, but can't find a solution. So there is a unit with Primary shooting and Secondary area attack. The problem is, when unit has Primary on reload Secondary doesn't work till reload ends. My main goal is to let unit freely use Secondary at any moment(if it's not on reload), without taking care of Primary state.(best would be even while Primary is being shot) Is there some way?

[Unit]
Primary=Weapon
Secondary=DeployWEapon
Deployer=yes
DeployFire=yes
UndeployDelay=1
Ammo=1
PipWrap=1
EmptyReload=360
Reload=360
PipScale=Ammo
NoAmmoWeapon=1
NoAmmoAmount=0

[Weapon]
ROF=210
Ammo=0

[DeployWeapon]
ROF=240
AreaFire=yes
FireOnce=yes
Ammo=1

Last edited by rey on Tue Dec 28, 2021 8:24 am; edited 1 time in total

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Mon Dec 20, 2021 1:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Is this 'unit' a vehicle, infantry, aircraft?

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Mon Dec 20, 2021 1:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Once unit fires any weapon, it can't fire another one again until number of frames equaling to ROF of the fired weapon have passed. Changing this system would require a rather considerable rework on weapon/firing-related functionality and would likely be unfeasible. NoAmmoWeapon does not change this at all, as it only affects weapon selection and using it in conjunction with deploy weapons is counterproductive anyways.

Only way to achieve something close to what you're trying to do is to ditch NoAmmoWeapon, tie Primary to ammo with ROF=0/1 or something with ammo simulating the true reload in this case and having Secondary with Ammo=0 and proper ROF. Tradeoff of this is that you won't be able to use ammo pips for the deploy weapon and using the deploy weapon puts Primary on cooldown as well anyways. Having completely independent reload timers for both weapons is under current system, impossible.

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rey
Cyborg Soldier


Joined: 15 Jul 2019

PostPosted: Mon Dec 20, 2021 5:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Allied General wrote:
Is this 'unit' a vehicle, infantry, aircraft?
Sorry, forgot to mention, infantry.


Starkku wrote:
Once unit fires any weapon, it can't fire another one again until number of frames equaling to ROF of the fired weapon have passed. Changing this system would require a rather considerable rework on weapon/firing-related functionality and would likely be unfeasible. NoAmmoWeapon does not change this at all, as it only affects weapon selection and using it in conjunction with deploy weapons is counterproductive anyways.
Thank you for throughout informative explanation.!

Starkku wrote:
Only way to achieve something close to what you're trying to do is to ditch NoAmmoWeapon, tie Primary to ammo with ROF=0/1 or something with ammo simulating the true reload in this case and having Secondary with Ammo=0 and proper ROF. Tradeoff of this is that you won't be able to use ammo pips for the deploy weapon and using the deploy weapon puts Primary on cooldown as well anyways. Having completely independent reload timers for both weapons is under current system, impossible.
Secondary putting Primary on long wait of reload is not a big deal, Secondary deploy weapon is more like a safe/escape ability, that's why ammo-pips and ability to use in any moment is so important.
Shame gattling can't be used with infantry, maybe that could allow a trick of Primary "loading" through stages of dummy weapons for real one happening after same 210 frames. Oh well, impossible.

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rey
Cyborg Soldier


Joined: 15 Jul 2019

PostPosted: Tue Dec 21, 2021 10:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Starkku wrote:
Only way to achieve something close to what you're trying to do is to ditch NoAmmoWeapon, tie Primary to ammo with ROF=0/1 or something with ammo simulating the true reload in this case and having Secondary with Ammo=0 and proper ROF. Tradeoff of this is that you won't be able to use ammo pips for the deploy weapon and using the deploy weapon puts Primary on cooldown as well anyways. Having completely independent reload timers for both weapons is under current system, impossible.
Made some experiments around this idea and actually it works quite good, thanks again.! May it happen you have some hint how to compensate no pip for Secondary reload?(show in other way)
I was thinking about AttachEffect adding animation for period of reload, but weapon already uses it, and adeed effect/animation has shorter period than ROF.

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