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Defective weapons
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Topic: Defective weapons (Read 3119 times)
alinare
Colonel
Posts: 128
Defective weapons
«
on:
April 05, 2018, 12:35:02 pm »
Hello:
Is it possible to simulate, defective weapons, that are jammed, or even explode, randomly, or assigning a percentage, or something like that?
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Meridian
Global Moderator
Commander
Posts: 9099
Re: Defective weapons
«
Reply #1 on:
April 05, 2018, 01:24:55 pm »
Yes, give them 1% accuracy
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alinare
Colonel
Posts: 128
Re: Defective weapons
«
Reply #2 on:
April 05, 2018, 06:10:00 pm »
All right. Thank you very much for the reply. I'll prove it to see that.
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ohartenstein23
Commander
Posts: 1933
Flamethrowers fry cyberdisk circuits
Re: Defective weapons
«
Reply #3 on:
April 05, 2018, 06:14:03 pm »
It's some advanced magic, but with the combination of Yankes' scripts and extended grenade fuse options, you can make a weapon that you can 'prime' to do more damage, but has a random chance of disappearing every turn.
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