Thread: SK-105 probs
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Old January 29th, 2007, 11:32 AM
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Default Re: SK-105 probs

the AMX turret cannot be done in game code - no way to have high ROF and then someone have to go out and move rounds from the hull to the mag (assuming your enemy will let you! ). So a general overall rate is used, as if it was a normal turret. (Otherwise it could "machine gun" all the ammo in the casettes plus the hull storage in continuous fire).

There are no autoloaders in SP 1/2/3 based code, anyway.

Number of smoke rounds is not relevant as smoke is not a database ammo item (ie editable in Mobhack) - but a random number of rounds added to some classes by the internal game engine on creation a unit. (Which is why it is editable in the scenario editor as the unit is by then created from the template info).

Cheers
Andy
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