Quote:
Listy said:
Question.
understand it's only acepting the info-from the OOB. However If the weapons match will it bomb up to that number?
I'll try to explain.
Say in the example above, we had put 6 HEAT rounds in the weapon, when we went to re-load would it load up 4 HEAT instead?
Becuase if it does, then it could be a useful senario desgin tool.
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Yes
If you modify a unit which has rifle with 60 HE in slot X to have say SMG with 40 HE ammo, then on reload it will fill slot X with the full 60 HE.
If you have a slot 1 weapon with 4 HEAT, but change the modified unit to 8 HEAT (changed or unchanged weapon), it will reload slot 1 with 4 HEAT.
A slot whic was a rifle with 60 ammo, that you change to an AT gun with 0 HE and 20 AP - will reload with the 60 HE, which could be a wonderful boost (if it has an HE round and there is no enemy armour left
- or a real pain if it is say a 40mm littlejohn squeezebore with nil HE value.
A simple test scenario (use
small ammo loads in the test units !
- should suffice to show what happens.
No problems, if you keep to compatible weapon types for the slots, OR are designing a scenario
with no ammo supply units (the vast majority). If you are making a scenario with ammo supply - best to stick to stock units.
Changing unit weapon data in scenarios is really only for small "tweaks" - it is not meant to be there for vast structural changes. There are plenty of "gotchas" if you do that, so it is only a facility for the very experienced designer IMHO.
(Weapon sounds - if
not the default 0 in the OOB (when the code then determines the sound) - seem also to be another item taken from the database. As is the "information" page for units data in-game, which comes directly from the OOB. So if you take a 15cwt truck and hack it about into an MBT - that page will still show the data from the 15cwt truck in the OBAT.
In any case - the changed load may confuse the end user, so be careful if changing unit data
and providing ammo supply units to the player.
Cheers
Andy