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EMPulseCannon.InaccurateRadius for projectiles in EMPulseCannon=yes superweapons and Ammo support #1698
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EMPulseCannon.InaccurateRadius for projectiles in EMPulseCannon=yes superweapons and Ammo support #1698
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Think it would be better to add an extra tag on the weapon or superweapon to control its maximum shot too, which could allow some more customization. E.g. an EMPulseCannon that can only fire once at a time, but has multiple charges after reloading more ammo |
But all is already controlled by the Ammo tags in Building and in Weapon and if I'm not wrong these structures are pacific/dumb unless the attached EMP Superweapon is used.
If the building promotes to Elite the weapon Ammo used by the SW is reduced from 5 (4 shots in total and 2 of Ammo not used) to 2 (11 shots in total). So I don't understand the use-case of the suggestion. More if the building can use the EmptyReloadAmount, EmptyReload and Reload tags :-/ |
something like this: [SOMESW] [SOMEBUILDING] so this SW doesn't need to recharge, but can't work when there's no ammo. Instead, it'll gain a 'virtual charge' thanks to ammo reload in every minute, up to 6 charge. So in the 6th minutes you can use it for 6 times continuously on different positions |
If I understood the example, instead of using the same weapon's ammo for consuming the structure's ammo (and limiting the number of shots of that SW instance) a new variable should be created to control the number of shots (as a counter) until the max number of shots is reached for that SW instance (and each SW instance I clicked comsumes 1 ammo). Also, Ares has some tags with a similar name (shots or similar) so for avoiding confussion should be something like [SomeSW] -> EMPulseCannon.MaxShots or a better name. Also, I thing a new label in the sidebar description tooltip should show the current available SW shots (the structure's ammo). If I'm not wrong from your example I need to backport a SW method rewrite I added in the Battle points PR for checking in the SW is ready to be fired (and that AI obeys) and include checks for EMPCannon ammo and maybe other small checks now I can't see yet. |
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EMPulseCannon=true
&Ammo
now fire repeatedly until the weapon no longer has enough ammo.EMPulseCannon.InaccurateRadius
defines an area around the target location where the projectile can land randomly.In
rulesmd.ini
: