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MultiWeapon #1695
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MultiWeapon #1695
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…nto multiweapon
# Conflicts: # docs/Whats-New.md # src/Ext/TechnoType/Body.cpp # src/Ext/TechnoType/Body.h
# Conflicts: # docs/Whats-New.md
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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.
- 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
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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.
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 whenMultiWeapon=yes
, be careful not to forgetWeaponCount
.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 animationSecondaryFire
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
: