View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0005286 | Spring engine | General | public | 2016-06-26 21:48 | 2019-03-11 00:46 |
| Reporter | Code_Man | Assigned To | |||
| Priority | normal | Severity | tweak | Reproducibility | always |
| Status | closed | Resolution | no change required | ||
| Product Version | 101.0+git | ||||
| Summary | 0005286: Intercept lasers cannot be used as weapons | ||||
| Description | I would like for weapons with the 'interceptor' tag to be usable as regular weapons in addition to their intereceptor ability. For games where this might be a problem a simple empty onlytargetcategory tag would fix it. | ||||
| Tags | No tags attached. | ||||
| Checked infolog.txt for Errors | |||||
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Make two weapons and link their reload times in the LUS? |
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Seems like a rather overcomplex workaround for something that could be made simple. I dont see this as reasonable, but i guess its up to devs. But just in case could you elaborate how to do it? |
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``` function script.FireWeapon(num) local other = 3 - num -- for 1 and 2, modify as needed Spring.SetUnitWeaponState(unitID, other, "reloadFrame", Spring.GetGameFrame() + WeaponDefs[UnitDefs[unitDefID].weapons[other].weaponDef].reload*Game.gameSpeed) end ``` |
| Date Modified | Username | Field | Change |
|---|---|---|---|
| 2016-06-26 21:48 | Code_Man | New Issue | |
| 2016-06-30 08:11 | Google_Frog | Note Added: 0016458 | |
| 2016-07-15 18:41 | Code_Man | Note Added: 0016508 | |
| 2017-10-20 13:34 | sprung | Note Added: 0018540 | |
| 2019-03-11 00:46 | Kloot | Status | new => closed |
| 2019-03-11 00:46 | Kloot | Resolution | open => no change required |