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Consider trimming campaign com weapons list #5442

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sprunk opened this issue Jan 20, 2025 · 0 comments
Open

Consider trimming campaign com weapons list #5442

sprunk opened this issue Jan 20, 2025 · 0 comments
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backend Stuff that makes code easier to work with, without affecting the end user modding

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@sprunk
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sprunk commented Jan 20, 2025

Somebody wants dual wielding basic weapons on the campaign comm, but there are not enough engine weapon slots. Regardless of whether we actually want to allow dual wielding (I like how you are somewhat forced to have variety), cleaning up the list might be good.

"commweapon_peashooter",
"commweapon_rocketlauncher", -- 430
"commweapon_rocketlauncher_napalm", -- 430
"commweapon_missilelauncher", -- 415
"commweapon_hparticlebeam", -- 390
"commweapon_beamlaser", -- 330
"commweapon_lightninggun", -- 300
"commweapon_lightninggun_improved", -- 300
"commweapon_lparticlebeam", -- 300
"commweapon_riotcannon", -- 300
"commweapon_riotcannon_napalm", -- 300
"commweapon_disruptor", -- 300
"commweapon_heatray", -- 300
"commweapon_shotgun", -- 290
"commweapon_shotgun_disrupt", -- 290
"commweapon_heavymachinegun", -- 285
"commweapon_heavymachinegun_disrupt", -- 285
"commweapon_flamethrower", -- 270
"commweapon_multistunner",
"commweapon_multistunner_improved",
"commweapon_peashooter",
"commweapon_hpartillery",
"commweapon_hpartillery_napalm",
"commweapon_disintegrator",
"commweapon_napalmgrenade",
"commweapon_slamrocket",
"commweapon_disruptorbomb",
"commweapon_concussion",
"commweapon_clusterbomb",
"commweapon_shockrifle",
-- Space for shield

  • hpartillery is unused.
  • HPB and Shock rifle are bugged. Maybe it's a good idea to fix before removal so that modders could trivially reuse it though. Shock Rifle/Heavy Particle Beam does not properly replace weapon on the campaign commander chassis #4448
  • peashooter seems not used, but used to be the default historically so some code may assume it exists as an option. Note that it's also listed twice.
  • perhaps the big modules like paralyzer +2s stuntime could be made dynamic as well instead of requiring a separate instance?
  • dual-wielding would be exclusive with a manual-fire weapon so there could be a clone with two copies of basic weapons but no manualfire ones (using the 0101 clone system that handles shields, jump etc).
  • dynamic weaponry like this sounds like a common modding desire so maybe a lua api to replace weapons on individual units could be a good engine request.
@sprunk sprunk added backend Stuff that makes code easier to work with, without affecting the end user modding labels Jan 20, 2025
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