Rejection reason: this is incompatible with the current OXCE architecture
Note: other things requested later in the thread have been implemented in the meantime (energy weapons, overheating, spending more than one ammo per shot, etc.)
Currently you can create a weapon that does not have "compatibleAmmo" but does have non-zero and non-infinite "clipSize". In that case this weapon disappears into thin air as soon as the clip is emptied. For example, I see such a fire extinguisher in one of the mods, it has three "ammo" and when they are spent, it disappears. Could such weapons not disappear, please, but just stay as empty weapons?
Why I'm asking for it?
First, in case of the said fire extinguisher, while it can't be used to extinguish fire anymore once the "ammo" is spent, it can still be used as a melee weapon. And it seems to be right for it to both have non-inifinite clip size, and to not have an actual compatibleAmmo.
Second, I would like to make a mod that makes laser weapons have a limited clip size, but without actual clips, so they could not be reloaded. Instead I would refill a certain amount of charges with a script "newTurnItem". That way I want to emulate that a laser can make a certain amount of shots before overheating, then it needs to cool down, then some more shots can be made. But with the current system, such a weapon disappears when the counter of ammo reaches zero, so while I can watch out for not depleting the ammo completely during my turn, but reaction shots become a disaster.
So, could you please make such weapons stay?