beyond-all-reason / beyond-all-reason/RecoilEngine
Noautofire removes the ability to have any firestate other than fire at will
- Dominant language
- C++
- Stars
- 679
- Forks
- 290
- Avg merge
- 3d 2h
- Merged PRs (30d)
- 40
Description
```
noAutoFire = true,
fireState = 0,
```
This will result in a unit that has no firestate button but is stuck on fire at will (firestate 0 should be hold fire). I would also argue that this name "noautofire" is quite bad as it's only a visual change and does not actually make the unit not automatically fire.
Here is an example def:
https://github.com/SplinterFaction/SplinterFaction/blob/master/Units-Configs-Basedefs/basedefs/Loz%20Alliance%20-%20Faction%202/lozcommander_basedef.lua#L47
I've temporarily added canManualFire so that at least it can use the d key to fire it's weapon. If you were to comment out that line you would get the behavior that I have described above.
Contributor guide
Research direction
Start with the unit definition in Units-Configs-Basedefs/basedefs/Loz Alliance - Faction 2/lozcommander_basedef.lua and trace how noAutoFire, fireState, and canManualFire are handled. Done means noAutoFire no longer prevents selecting other fire states, and its behavior or name matches the intended automatic-fire semantics.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp, lua
- Domain
- game-dev
- Issue type
- Bug
- Difficulty
- 3/5
- Estimated time
- 1-2 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 45/100