Is it possible to set items to function as ammo for a weapon AND have grenade behavior when used on its own?
My thinking was basically a modified Small Launcher, able to fire standard alien grenades as well as stun bombs. And also to let stun bombs be primed and thrown as grenades by hand.
My tinkering doesn't seem to yield the desired results.
i also wanted to make a new alien grenade that was both HE and INC. To go with this improved SLauncher
...while I'm at it, I also had an idea for what I call a splinter rifle, a low damage alien AP weapon... that keeps generating extra wounds per turn (aka - bleeds you out) until treated with a medkit... or until you die of major blood loss.
but I have no idea how to even begin to do that ._.
Also! while messing with rulesets, i'm not sure if this is a limitation or an oversight or intended...
but I can't make a one-shot laser weapon. internal battery capable of a single shot, gets recharged once back at base (aka no ammo)
the wiki says:
https://www.ufopaedia.org/index.php?title=Rulesets_(OpenXcom)#ItemscompatibleAmmo: List of string IDs of the ammo items that can be loaded on this weapon. If none are specified, the weapon doesn't need ammo.
clipSize: The amount of ammo stored in each weapon clip. If -1 is specified, this weapon has infinite ammo.
so it tells me if I set the clip to 1, and don't set the ammo... that the weapon would have 1 shot and doesn't require ammo. but what happens is it tells me theres no clip loaded.
oversight? limitation? am I doing it wrong??