Posted: Sat Dec 16, 2017 3:36 pm Post subject:
NoAmmoWeapon logic and burst=2 or more
So I want to make a unit that has an ammo and that AmmoWeapon supports burst=2 or more than 2.
Let's say Apocalypse tank. Its NoAmmoWeapon is its normal attack that appears on 2 barrel cannons and the AmmoWeapon one is its some sort of, let's say, "special attack" that appears on its 2 barrel cannons too(Ignore its AA weapon as I'm just using Apocalypse tank or any 2 barrel tanks as my example).
Unfortunately I can't make it work or maybe it's supposed to be that way because Ammo=1 is supposedly one projectile of sorts.
Unless is it possible to make an AmmoWeapon that has burst=2 or more? Or are there any other ways to have 2 weapons, with both has burst=2 or more, that can fire at the same time against the same target?
And no, I'm not taking the ammo=2. If you understand what I'm trying to make, it's obvious that ammo=2 is not the solution. QUICK_EDIT
The result was, it launches one missile and that's not the only problem. It also aborts its mission and not gonna attack, let alone using its NoAmmoWeapon.
Maybe there's something that I don't know on this NoAmmoWeapon logic but this is only what I can do on this logic. QUICK_EDIT
Missing Reload=, it default to 0, leads to unexpected behavior
For non-aircraft types, 1 burst consumes 1 ammo or Ammo= ammos if presents
Burst= doesn't affect consumption but it gives you mirrored FLHs if even
This my apoc code. It fires double cannon and switch to double IC missile that IC-izes itself when rookie, fires quadruple cannon and quadruple IC missile when elite
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