WeaponAttackButtonX tag
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WeaponAttackButtonX tag
String WeaponAttackButton[1-16]: If not null, the weapon gets its own attack button that is labelled with the string attached to this tag. This would replace the canDGun tag and the DGun button. A weapon with this tag set won't respond to attack orders, if the weapon is not CommandFire=1 it will keep firing at its assigned target until it either leaves range or the button is used to give it another target (kinda like the current attack orders). If a unit has multiple weapons with the same button name those get assigned to one button.
Long time ago, I suggested an 'ability' system, wich could make that, and many more stuff.
The base idea was to link a button from the interface with a part of the cob script, with different activation modes (once, timed, toggle, weapon), and (in the best version), a serie of modifiers to alter the fbi values. (But I'm not sure that is possible)...
The base idea was to link a button from the interface with a part of the cob script, with different activation modes (once, timed, toggle, weapon), and (in the best version), a serie of modifiers to alter the fbi values. (But I'm not sure that is possible)...