Join GitHub today
GitHub is home to over 36 million developers working together to host and review code, manage projects, and build software together.
Sign upAdd support for multiple burst modes #5609
Comments
This comment has been minimized.
This comment has been minimized.
|
Not terribly hard, some minor surgery on game::fire(). I've been meaning |
This comment has been minimized.
This comment has been minimized.
|
It's good to hear this should be durable. I was considering trying to make a select-fire gun using the Heatblade weapon switching code, which would have been a huge, cluttered mess. I'll just wait until someone has a chance to implement the game::fire method instead. |
kevingranade
added
the
validated
label
Sep 1, 2014
This comment has been minimized.
This comment has been minimized.
|
This would also mesh well with guns that are fully-automatic but lack selective fire, if you can assign randomly-selected burst lengths from a range of minimum and maximum shots. |
This comment has been minimized.
This comment has been minimized.
|
Now supported in |
NaturesWitness commentedJan 19, 2014
Was reading some comments on the forums, and it seems a lot of people would like a way to fire smaller bursts with some of the full-auto weapons. It occurred to me, would it be possible to change the "burst" field in the item jsons to accept multiple values?
For example, a weapon could have "burst": [3, 10] and be able to cycle from single shot, 3-round burst, and 5-round burst with the burst mode key.
How hard would it be to implement something like this?
Want to back this issue? Post a bounty on it! We accept bounties via Bountysource.