by NeuralStunner » Wed Oct 12, 2016 11:26 am
For the AltFire issue, AmmoUse2 is 0 by default. Still, the existence of [wiki=Actor_flags#WEAPON.AMMO_CHECKBOTH]this flag[/wiki] indicates that it shouldn't be making this allowance implicitly.
As for AmmoUse 0, I don't see a bug. It's doing exactly what you've told it to: The weapon meets the ammo requirement, so it's not empty, and therefore it's selectable. You already said as much yourself:
unknownna wrote:Although Weapon.AmmoUse 0 is technically like having infinite ammo, many mods don't seem to actually fire the weapon in the fire state unless the player has another ammo item present in the inventory.
It's not the engine's fault if you're working around built-in functionality in weird ways, and then the built-in functionality doesn't work right!
For the AltFire issue, AmmoUse2 is 0 by default. Still, the existence of [wiki=Actor_flags#WEAPON.AMMO_CHECKBOTH]this flag[/wiki] indicates that it shouldn't be making this allowance implicitly.
As for AmmoUse 0, I don't see a bug. It's doing exactly what you've told it to: The weapon meets the ammo requirement, so it's not empty, and therefore it's selectable. You already said as much yourself:[quote="unknownna"]Although Weapon.AmmoUse 0 is technically like having infinite ammo, many mods don't seem to actually fire the weapon in the fire state unless the player has another ammo item present in the inventory.[/quote]It's not the engine's fault if you're working around built-in functionality in weird ways, and then the built-in functionality doesn't work right!