It would be nice if AmmoConverters, BulletEmitters, AmmoChange and all similar components could have the ability for their Ammo Usage to be set to be a random number within a defined range. It would be used for "unstable" parts.
So how should it work if there is more ammo than the minimum random value but less than the maximum? Like if it "rolls" a usage amount less than there actually is?
Walt I think it would tie into MinAmmoUsed. My thoughts are that if the AmmoStorage has less ammo in it than the MaxValue in the random range, it does nothing unless a MinAmmoUsed is specified, and in that case it goes ahead and removes the Ammo. MinAmmoUsed would of course be forced to be smaller than the MinValue of the random range for this to work.
What if the maximum used for the roll is the minimum between the maximum specified and the ammo currently stored ?
If your gun sometime use more ammo than needed, that would never happen if you only reload it with the minimum ammo needed
kwhwwymwn This works too. (And looking back later, it works better imo)
Reminds me of the suggestion for a surge type weapon from ages ago.
Anyhow, generally speaking emitters need more ammo related options especially as I've outlined last time regarding burst each-shot cases. This case is no different.