better-modernized-combat / better-modernized-combat/bmod-client

Feature Request: Armament Type keybinds

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client hooks enhancement
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.

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First steps

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. 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

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