Already resolved it for units with two types of weapons. I've found the leveler especially prone to crashing in lab environments. It has two instances of one weapon type, but so does the dox, and I've crashed 1000 dox into each other without incident. Seems more likely when an AI (x0 or not) has the levelers, but I've also gotten large leveler fights between players to crash. It's not just levelers though, an ammo-based game between AI crashes after a few minutes, long before they get to Adv. All I can get out of the local server is "Segmentation fault: 11" I ran one test on PlayFab, in case you can get anything out of crashed games: "12226829784973454897" pa/units/land/tank_laser_adv/tank_laser_adv_tool_weapon.json; only the ammo lines at the end modified. Code: { "base_spec": "/pa/tools/base_shell_turret/base_shell_turret.json", "ammo_id": "/pa/units/land/tank_laser_adv/tank_laser_adv_ammo.json", "rate_of_fire": 1, "idle_aim_delay": 3, "max_range": 120, "yaw_rate": 15, "pitch_rate": 360, "yaw_range": 180, "pitch_range": 40, "spread_fire": true, "auto_attack": true, "target_layers": [ "WL_LandHorizontal", "WL_Seafloor", "WL_WaterSurface" ], "ammo_capacity": 30000, "ammo_demand": 3000, "ammo_per_shot": 3000, "ammo_source": "energy" }
There are a couple of units that specify muzzle_bone as an array; is that a shorthand for two weapons, or is it just for visual effects?
It's a single weapon that alternates between the different muzzle bones. At the moment there isn't a corresponding thing for fired effects, so it looks a bit silly most of the time.