Reload Amount

Registered by Mig Eater

Addition of ReloadAmount= & EmptyReloadAmount= tags which would specify how many ammo pips would be reloaded at a time instead of just 1.

It would then be possible to create more realistic magazine style ammo systems, where part of or the whole ammo magazine can be reloaded in one go.

It could also be used as an alternative to fixing: https://bugs.launchpad.net/ares/+bug/1420239

Blueprint information

Status:
Complete
Approver:
AlexB
Priority:
Low
Drafter:
Mig Eater
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

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Just a thought here, and although it might sound strange, i think these tags should also allow negative values (at least ReloadAmount=). Sure, might break it with wrong combination, but something like ReloadAmount=-1and EmptyReloadAmount=10 would allow people to make units that slowly lose their ammo over a period of time, and then need to "recharge", or something like that.
That bug you mention isn't an ammo-related bug, though. :P - mevitar

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[TechnoType]ReloadAmount= (integer, defaults to 1)
The number of rounds restored after each reload interval. Negative values are supported, as long as EmptyReloadAmount is equal to Ammo. (Iow: fire once, deplete automatically even if not firing, then reload fully in one step.)

[TechnoType]EmptyReloadAmount= (integer, defaults to ReloadAmount)
The number of rounds restored after reload interval when there is no ammo left. If 0 or negative, the unit will not reload. This does not require EmptyReload to be set.

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16.76.569, i'm using it quite a bit, including negative ReloadAmount, and noticed no issues with it. It needs to be noted, however, that, ReloadAmount= does work with negative values even with EmptyReloadAmount= different than Ammo=. I don't think it should be changed, though (especially that i myself am using EmptyReloadAmount=0 :P ). - mevitar

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