It would be useful for weapon behaviours to be able to tell a unit to wait until its weapon has been fully reloaded before firing again. Could this be implemented please?
I don't understand the problem - fire rates already ensure this occurs, or the ammo system if that's in use. What's the use-case/example you are trying to achieve? Do you mean the reload animation if one is specified?
I am going to try making this now. Brb EDIT: okay, seems it's not possible. All I need though is something that delay's the first shot of the weapon. It is however possible to make a continuous laser beam. You can sortof cheat a little, the unfortunate thing being that the laser beam won't update the location of it's end points over the lifetime of each 'burst'.
I know how to make a continuous laser beam, it isn't too hard. I just want to make one that fires in bursts.
Then it costs energy to fire. Plus it still doesn't fix the problem, the ammo system actually doesnt allow the creation of weapons that fire in volleys, I've tried with really low energy costs. (Like 1 energy in weapon storage with 0.25 energy use per fire, the weapon will use all 1, and then continue to fire ever 0.25 energy is added To the weapon storage.)
Just set "ammo_source" to "none" (I think that's the right value) to eliminate the cost while still using the ammo system. If you want those barrage shots, add "carpet_fire":true and "spread_fire":false One of these two forces the unit not to attack before the ammunition bar is full, I'm not sure which one it is.
That's awesome, I can finally do a bit more in my TA: PA mod because I can do the peewees, flashes, etc...
For... For realzies? If so, they need to change what they call that in the .json, because that is so obscure, when it could be more useful if it were more descriptive.
I guess I understand it, if it spreads fire then it'll fire each time is charges up enough to fire one alone.
No, that much I know, that spread fire is an attempt to avoid overkill by long-life projectiles, if a weapon has spread fire then it will not fire another round at a target it just fired at, thus catapults won't fire 2 missiles at a target because 1 missile will be en route when another is fired and the 1st one will be enough to kill. Carpet fire does in fact come to think of it, causes bombers to empty the payload and then reload. It just didn't occur to me to try it on land unit rifles, since it is used on air unit bomb bays...
Apparently from what Stuart observed carpet fire doesn't actually do that we'll enough- even in bombers. Have you tried it yet yourself?