Title says it all. I'm aware there's a few potential problems, eg: the weapon running out of charges/ammo before the repeating cycle ends, but putting a safeguard that aborts firing if the weapon runs out of ammo during a burst in should in theory fix that. (If that's possible, that is.)
There's also reducing ammo on each shot, or per burst, which is a more tricky question as to which one is preferable. Personally, I'd say per shot.
It's partly to enable ripple-firing missile weapons (which have been on my want-list for ages), but more for consistency with the rest of weapons coding. Currently, it is in theory possible to ripple-fire a missile launcher via OnFireWeapon (which is what I'm planning to do with an upcoming project), but a similar effect on a non-launcher/ammo weapon takes a grand total of 1 line in the XML, and takes about 1/10th of the time, if that.
Allow repeating=n for launchers/ammo/charge-using weapons
Solved problem in script. Just download my mod pack and steal code from the repeating breacher. A dual breacher is in the WE version, available in that mod.
One ammo item per volley either repeating or multiple simultaneous shots is the current behavior.
The ripple firing problem is unsolvable. Only by doing the work in script can you avoid the ambiguity of whether repeating or alternating takes priority. You want alternating to take priority. PKodon has a weapon for which he wants repeating to take priority.
Doing this in compiled code is wasteful when a script solution already exists.
One ammo item per volley either repeating or multiple simultaneous shots is the current behavior.
The ripple firing problem is unsolvable. Only by doing the work in script can you avoid the ambiguity of whether repeating or alternating takes priority. You want alternating to take priority. PKodon has a weapon for which he wants repeating to take priority.
Doing this in compiled code is wasteful when a script solution already exists.