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Say a player buys X WeaponZ cannons. WeaponZ Cannons are "one shot on screen" weapons. How does this behave? a. 1 shot can appear on the screen b. 1 shot can be in play at all c. x shots can appear on the screen d. x shots can be in play at all e. None of the above (explain)
Option D is what I want. The idea is a weapon that launches an energy bolt that would be described as being guided remotely from the ship - but each of these cannons could only control one bolt at once. Anyone else tried this sorta thing? -Az
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I believe that you need to create each canon as a separate weapon.
If you have multiple canons of the same type and the weapon is set to have only one shot shot on screen then only 1 canon will fire 1 shot and all the other canons will not be able to fire until the shot expires, at which point only 1 shot will be fired again and all canons will be forced to wait again.
So to do you what I think you are after, I would create each canon as a SEPARATE weapon and with the 'only 1 shot' flag set. That way the canons can fire simultaneously but each one will only be able to fire 1 shot at a time.
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(This message has been edited by FunkMaster (edited 02-26-2004).)
Perhaps you could somewhat fake it with bursts. Just make the burst reload time long enough so that it won't be able to reload until the first weapon fired has expired. It won't work exactly as you'd like, and would only appear as you'd like during sustained fire, but it might have advantages over multiple weapons.
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Perhaps you could use NCBs on purchase; the outfit the user buys wouldn't do anything by itself, but it would trigger an NCB to give the player one of the unique versions. I don't have a ton of experience with such things, but it seems like there should be a fairly easy workaround if you try. However, if they're separate weapons, and you want them to be secondary, the user would have to cycle through multiples.
Careful burst timing is only effective if you know how many the user will buy. Too many (or too few) will throw it off.
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