Weapon buildpics
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Weapon buildpics
Could the FBI tag "buildpic=whatever.xxx;" be applied to buildable weapons as well? Not much else to this request...
While we're on that topic... it'd be nice to have several things:
AutoBuild=0/1: whether the unit automatically starts building the weapon when it is complete.
BuildAmmoLimit=Integer: how many shots can be built. Good way to limit the power of uber-weapons, among other things- you could have very powerful nukes, but the launcher will not hold more than one...
StartAmmoAmount=Integer: how many shots the unit can start with, when built. Note that if the unit doesn't have any Workertime, then it will never be able to build any more ammo, and once the ammo in StartAmmoAmount is gone... it's gone!
And, um, I haven't checked, so don't slap me, folks... but I thought the last time I checked, you couldn't have a weapon that builds ammo that would fire on its own in Spring... right or wrong?
BTW, if all three conditions above were used... we'd basically have artillery with a distinct load. Or soldiers with limited grenades, but unlimited rifle ammo... or... you get the idea... coupled with the whole "refueling" concept for aircraft (which I'm still hoping will get applied to ground things) we could have a pretty powerful ammo/supply ruleset here.
AutoBuild=0/1: whether the unit automatically starts building the weapon when it is complete.
BuildAmmoLimit=Integer: how many shots can be built. Good way to limit the power of uber-weapons, among other things- you could have very powerful nukes, but the launcher will not hold more than one...
StartAmmoAmount=Integer: how many shots the unit can start with, when built. Note that if the unit doesn't have any Workertime, then it will never be able to build any more ammo, and once the ammo in StartAmmoAmount is gone... it's gone!
And, um, I haven't checked, so don't slap me, folks... but I thought the last time I checked, you couldn't have a weapon that builds ammo that would fire on its own in Spring... right or wrong?
BTW, if all three conditions above were used... we'd basically have artillery with a distinct load. Or soldiers with limited grenades, but unlimited rifle ammo... or... you get the idea... coupled with the whole "refueling" concept for aircraft (which I'm still hoping will get applied to ground things) we could have a pretty powerful ammo/supply ruleset here.
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- Posts: 197
- Joined: 04 Nov 2004, 00:33
nope, Ive seen them do it. I always am carful in EE to put my nuclear missile subs on hold fire or else they randomly attack things.Argh wrote: And, um, I haven't checked, so don't slap me, folks... but I thought the last time I checked, you couldn't have a weapon that builds ammo that would fire on its own in Spring... right or wrong?
Everything else - good ideas
Another might be ammoPackSize, if it's greater than one you get multiple shots for each completed ammo build cycle. Not sure how this would work together with ammo limits... Of course script controlled weapon building (or at least a "refuelerClass" tag which prevents ammo production if no unit of that class is nearby) and a buildtime tag instead of using reloadtime for this so we could have a weapon create 50 shots for itself and still fire them at a tdf-adjusted rate.