Ambrosia Garden Archive
    • Newbie question - Ammo


      (Actually got ammo working on weapons, it was quite weird to point weapon to itself xP)

      But now what I'm thinking, is it possible to edit the sidebars so that it shows ammo for 'primary weapon' and 'secondary weapon', or is it only possible with secondary weapon?

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    • I don't think so. Normally primary weapons are ammoless, or use fuel (if anything).

      -reg

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    • Quote

      Originally posted by Regulus:
      **I don't think so. Normally primary weapons are ammoless, or use fuel (if anything).

      -reg

      **

      A primary weapon doesn't necessarily need to be ammoless (ammotype -1), just that since there's no ammo reading for that weapon, it'd be confusing and potentially deadly for the player if they suddenly stopped firing in the middle of battle.

      Matrix

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    • Yeah, I'm probably going to have ammo consuming primary weapons (cannons etc) and secondary weapons still go for missiles (but also high fire rate cannons, cause some actually might deplete your very fast).

      As for primary weapons, they are all single fire and not too great fire rate + pack loads of ammo, or very few, so its easy to know when you're in danger and when not ^^

      Though some warning would be cool, if it is/would be possible to add, kinda like flashing 'warning! Ammo low!' button, but I guess its not possible ^^;

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    • Could you have a secondary "Ammo meter" weapon that uses the same ammo, but can't fire (or can only fire once every 32767 frames, or something like that)? That way you can display the ammo, though you can't use a secondary weapon at the same time. The other thought I had was somehow using cargo, but I don't think that would work, unless you want to make each shot weigh 1 ton of cargo and have to watch your free space.

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    • Quote

      Originally posted by Croikle:
      **Could you have a secondary "Ammo meter" weapon that uses the same ammo, but can't fire (or can only fire once every 32767 frames, or something like that)? That way you can display the ammo, though you can't use a secondary weapon at the same time. The other thought I had was somehow using cargo, but I don't think that would work, unless you want to make each shot weigh 1 ton of cargo and have to watch your free space.

      **

      That ammo meter is actually extremely good idea, can I steal it for the plug? 😄

      The shot weighting 1 ton is too costy for ships won't offer too much space, and also you can check your 'pilot stats' and see from the extras section how much ammo you have.

      Though that makes the 'ammo meter' rather useless to buy, as it takes gun slot if its secondary (or can I just leave the 'fixed gun'-option unmarked and receive no errors?) and also the problem is that it only shows one type of ammo, unless players are 'forced' to buy ammometer for every gun type, and that's even more costy (no energy weapons in my mod) ^^

      Then again, hardcore players will just swap secondary to see their ammo, instead of 'pausing' the action to see from the extras if they have enough ammo, or should they run 😛

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      edit: Or simply put all weapons to secondary and ignore primary weapons completely 😄

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      (This message has been edited by dzeron (edited 05-04-2004).)

    • Quote

      Originally posted by dzeron:
      **Though that makes the 'ammo meter' rather useless to buy, as it takes gun slot if its secondary (or can I just leave the 'fixed gun'-option unmarked and receive no errors?) and also the problem is that it only shows one type of ammo, unless players are 'forced' to buy ammometer for every gun type, and that's even more costy (no energy weapons in my mod) ^^

      **

      you can unmark fixed gun and it wont mess up. You could use the Gxxx command (where xxx=RID of ammometer for that gun) on the on purchase feild and Dxxx (where xxx=RID of ammometer for that gun) on the on sell field.

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      (This message has been edited by The Cheat (edited 04-12-2004).)

    • Why not just make all your weapons secondary, if you're so concerned about it? Less work, better effect, less clutter and usless junk being loaded every time.

      For whoever asked; the "gun" checkbox is not in any way error-causing, just like the "turret" one isn't. (think about it, most of the railguns are actually turrets, and they don't crash anything; nor do missiles...)

      That's my two bits, hope the're helpful.

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