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Reload Launcher - Improve various aspects #9335
Reload Launcher - Improve various aspects #9335
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- Add notifications to reloadLauncher - Also set _reloadTime to `magazineReloadTime min 2.5` instead of just 2.5 if there is no `buddyReloadTime` set
It's not a breech-loaded launcher, doesn't make a lot of sense to allow buddy-loading. |
Is that what reload launcher is for only? |
I'm not familiar with the design intention, but we've only enabled it for breech-loaded AT until now. |
It's definitely possible to buddy reload an RPG-7, and CUP's RPG-7 is already buddy reloadable, so I'd prefer to keep the ability to reload the apex one. |
if (currentMagazine _target != "") exitWith {}; | ||
// AI don't select launchers with selectWeapon/switchWeapon | ||
if (_checkSelectedWeapon) then { | ||
_target selectWeapon _weapon; |
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you can reload a launcher that isn't actively selected
so it's a bit weird if someone reloads a launcher on your back and if forces you to select it suddenly
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I'm aware of that behaviour, but I kept it in as it was like that before, as I wasn't quite sure how to handle it. Should it be changed so it doesn't select the weapon?
As it is now, the launcher only needs to be in the secondary slot, but not actually equipped. I could make it so that FUNC(canLoad)
checks if the launcher is selected.
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I think it's ok to allow reload just if the weapon exists, and it shouldn't matter if selected
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@PabstMirror I have just changed the code.
72bf07f makes it so it checks if the launcher can be reloaded both before the progressbar has started and after the progressbar has finished (in both cases FUNC(canLoad)
is used). If it's possible, it tries to remove the magazine.
If it's not possible to load the launcher or the magazine couldn't be removed, it stops and notifies the unit that the reloading has failed.
However, if everything is valid, it will reload the launcher and notifies the unit that the reloading has succeeded.
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
QGVAR(displayStatusText), | ||
"CHECKBOX", | ||
[LSTRING(SettingDisplayStatusTextName), LSTRING(SettingDisplayStatusTextDesc)], | ||
ELSTRING(common,ACEKeybindCategoryWeapons), |
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Atm, this will create another category also named "ACE Weapons". If #9343 is merged, it should results in 1 category.
@LinkIsGrim Ah shit, you were too fast xD |
Yeah. |
When merged this pull request will:
selectWeapon
oraction ["switchWeapon"]
commands, or perhaps the launcher had been reloaded by someone else whilst you were interacting.If one of the cases described happened, the missile is deleted, but never given back.
This PR fixes that:
If the unit to be reloaded is AI (excluding remote-controlled AI), it will no longer check if the unit has its secondary weapon selected. It will just reload the unit.The unit to be reloaded no longer requires to have their launcher selected for the launcher to be reloadable.If it's not possible to load the launcher or the magazine couldn't be removed, it stops and notifies the unit that the reloading has failed.
However, if everything is valid, it will reload the launcher and notifies the unit that the reloading has succeeded.
IMPORTANT
Component - Add|Fix|Improve|Change|Make|Remove {changes}
.