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 Post subject: About wpns again
PostPosted: Fri Jul 13, 2012 7:06 pm 
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Joined: Mon Jun 04, 2012 9:40 pm
Posts: 50
Why we can't create weapons for the second slot? I tried much times. That just didn't appear in a boxes like a "law". If I change slot for this stuff - it just becomes unlimited, but working fine in other params and spawn like others.

I do not think that the slots mechanism is knotty, please make it complete. If It's even possible, we can take any weapon in both slots, but there's a special option in w_s.xml, which is responsible for the limited supply for each weapon (like "ammo_unlimited = 0;(1);"). This also means that when player finds a gun and step on it - he gets so many rounds as becomes weapon magazine size.

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So we can make a few mods, where limited ammo is on all weapons, it would be fun, but besides it possible to make a serious innovation, such as multiply charged revolver-type grenade launcher.


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 Post subject: Re: About wpns again
PostPosted: Fri Jul 13, 2012 7:18 pm 
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Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
Don't worry, it will be extended in the future.

I'm looking into revamping the whole weapons/items system in the coming weeks. The bazooka implementation was just a quick "spike" to see what all places have been already connected to the weapons system and what needs to be supported to get it working, now I know that, and I'm ready to refactor the whole thing.


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 Post subject: Re: About wpns again
PostPosted: Fri Jul 13, 2012 7:22 pm 
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Joined: Mon Jun 04, 2012 9:40 pm
Posts: 50
Glad to see it. I'll look forward to the following important changes, thanks for the motivation. :)


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