better-modernized-combat / better-modernized-combat/bmod-client
Feature Request: Armament Type keybinds
Nobody has claimed this yet.
- Dominant language
- Lua
- Stars
- 1
- Forks
- 0
- PR merge metrics
- No merged PRs in 30d
Description
Missiles have a "fire all" keybind.
I'd like the same thing for Ballistics, if possible.
My reasoning is that firing my AC/X from a specific keybind is one keypress quicker than firing it via a weapon group switch, and many keypresses quicker than firing it by cycling through weapon groups. This is why currently my AC/X is bound to 4 (since 3 and 4 are Pylon weapons, which only ever get fired on the "all missiles" keybind). However, if a component is shot off, the AC/X switches numbers and the bind is useless.
Bonus reason: We'll be getting double AC hardpoint ships at some point, presumably Bretonia VHF/HF. Those would also profit from having this.
Contributor guide
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First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by locating the existing missile "fire all" keybind implementation and trace how it selects weapons when a component is removed. Determine how the same behavior could apply to Ballistics, including ships with multiple AC hardpoints. Done means a dedicated Ballistics keybind fires the applicable ballistic weapons without relying on weapon-group numbering or cycling.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- lua
- Domain
- game-dev
- Issue type
- Feature
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 38/100