Ammo= on weapons

Registered by Renegade

Could you include an "Ammo=" on weapons to define the amount of ammo the weapon uses when attacking? This would for example allow for a unit which can fire against vehicles and infantry with unlimited fire because the relevant weapon has "Ammo=0" set, while only being able to use its highly-destructive anti-building superblaster (or whatever) twice, because it has Ammo=4 and the Uberblaster has Ammo=2.

It would give alot of tactical possibilities to include this feature...

Blueprint information

Status:
Complete
Approver:
AlexB
Priority:
Low
Drafter:
None
Direction:
Approved
Assignee:
AlexB
Definition:
Approved
Series goal:
Accepted for 0.b
Implementation:
Implemented
Milestone target:
milestone icon 0.b
Started by
AlexB
Completed by
AlexB

Related branches

Sprints

Whiteboard

[Weapon]Ammo= (integer, defaults to 1)
The rounds of ammunition needed to fire this weapon. If fewer than the required rounds are present, the unit will not fire and wait for the ammo to reload.

This feature does not support aircraft. Units that do ManualReload=yes will still target enemies and wait for reloading, which never happens. The assumption |ammo != 0 -> can fire| has not been updated in all places yet.

-------
16.76.569, works fine with any value, and objects wait if the ammo they have isn't enough to fire the weapon. It has to be noted, though, that Ammo lower than 0 works as if the value was 0. - mevitar

(?)

Work Items

This blueprint contains Public information 
Everyone can see this information.

Subscribers

No subscribers.