lightgemini Posted May 19, 2013 Share Posted May 19, 2013 Hi I have a working good old xcom heavy cannon mod with some more ideas for weapons but I crashed myself into a Wall with a couple issues: a) Made a copy of a soldier animations folder and named it the same as the weapon (as it appears on weapons_gc) but on battle the soldier just uses the "none" animations. I could not find any place to link the new weapon to the folder. May be a bug or a missing feature still? b)Technically the cannon is a rocket launcher for the game engine, so it allows me to use diferent kinds of ammo, and the ammo clips (technically rockets) hold 6 shots as declared on weapons_gc etc. Everything Works like a charm BUT the clips dont seem to keep track of how much rounds are left in it. You switch a 3/6 HE clip for a full AP clip, then switch then back and the 3/6 HE now has full 6/6 rounds again. I asume the rockets are single use ammo and no round counting is implented for them but im not sure if its the case or its broken. Any help on any of the two would be welcome. Quote Link to comment Share on other sites More sharing options...
lightgemini Posted May 19, 2013 Author Share Posted May 19, 2013 Oh my... didnt know animations have an XML file wich happens to be packed in 18.5 oh lol. So problema a) solved Quote Link to comment Share on other sites More sharing options...
Gauddlike Posted May 19, 2013 Share Posted May 19, 2013 Do other weapons have the same issue? Can't remember if I have ever loaded a partially used clip on an assault rifle, for example, so not noticed. Quote Link to comment Share on other sites More sharing options...
lightgemini Posted May 20, 2013 Author Share Posted May 20, 2013 nomal ammo like ammo for rifles are lost forever if you reload while still having rounds left on it,maybe it will change in a future. Only rocket launcher has persistent ammo that can be loaded/unloaded as of now. Quote Link to comment Share on other sites More sharing options...
GizmoGomez Posted May 21, 2013 Share Posted May 21, 2013 How do you unload a rocket? So far, I've just used the quick slot to load another rocket, or drag-and-dropped another rocket into the empty rocket. I've not actually tried to unload one yet, so it's probably pretty obvious, right? Quote Link to comment Share on other sites More sharing options...
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