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@a851903106 a851903106 commented Jun 2, 2025

multiweapons
You are free to decide whether to use Weapon x or not, instead of passively using Primary/secondary.
您可以自由决定是否启动WeaponX,而不是只能使用主/副武器。

  • TechnoType reads WeaponX as their weapon when MultiWeapon=yes, be careful not to forget WeaponCount.
    MultiWeapon=yes时会读取WeaponX作为他们的武器,注意不要忘记了WeaponCount

  • MultiWeapon.IsSecondary can only be used by infantry, who will play the animation SecondaryFire when using these weapons.
    MultiWeapon.IsSecondary只能用于步兵,使用这些武器时步兵会播放SecondaryFire

  • MultiWeapon.SelectCount determines the number of weapons that can be selected. The lower the number the better the performance. The default is 2.
    MultiWeapon.SelectCount决定可选择的武器数量。数量越少性能越好。默认为 2。

In rulesmd.ini:

[SOMETECHNO]                    ; TechnoType
MultiWeapon=                    ; boolean
MultiWeapon.IsSecondary=        ; List of integers
MultiWeapon.SelectCount=       ; integer

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@CrimRecya CrimRecya added Tested ⚙️T1 T1 maintainer review is sufficient ❓Unhardcoding / Customization Make something more tweakable labels Jun 12, 2025
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  • Besides the following, I am considering one thing:
    • Since there are many more options for multiple weapons compared to the original dual weapons, can we add an option to check some additional conditions, such as the conditions in GetFireError that will prevent attacker from firing (e.g. TransactMoney)?
    • This way, the attacker will no longer be stuck and not firing, but will continue to select the next effective weapon.

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All the previously mentioned issues seem to have been resolved.

I think only one small test is needed in the end about MultiWeapon.IsSecondary.
Regarding the reading of ini and its automatic selection for secondary weapons.

@Coronia Coronia requested a review from ZivDero June 22, 2025 15:34
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4 participants