XCOM 2
Reload My Pistols
6 Comments
Tommy 19 Jul @ 1:49am 
Thank you, I have same problem with [Raider Faction: Global Occult Coalition]
Haite 5 Jan, 2024 @ 1:44pm 
Ah~ :( I see. I feel pistols are a bit OP, specially against the lost, but oh well
EvilBob22  [author] 5 Jan, 2024 @ 10:14am 
It should be possible, but it wouldn't be simple, there's a lot to consider.
Haite 5 Jan, 2024 @ 1:45am 
Is there a way to make pistols used as secondary weapons to need ammo and be individually reloaded?
EvilBob22  [author] 14 Oct, 2022 @ 5:24pm 
My mistake then, I'll change it to "don't always... when created by a modder" (or something). TSP automatically fixes the 99 ammo, but doesn't check for reload. I know of at least 2 mods with un-reloadable pistols, that's why this got started.
Iridar 14 Oct, 2022 @ 3:54pm 
> Pistols, normally being secondary weapons, don't have the reload ability

This is not true. They do get the reload ability. Here's part of source code for creating the conventional pistol template:

`CREATE_X2TEMPLATE(class'X2WeaponTemplate', Template, 'Pistol_CV');

Template.InfiniteAmmo = true;

Template.Abilities.AddItem('PistolOverwatch');
Template.Abilities.AddItem('PistolOverwatchShot');
Template.Abilities.AddItem('PistolReturnFire');
Template.Abilities.AddItem('HotLoadAmmo');
Template.Abilities.AddItem('Reload');

The InfiniteAmmo part just prevents the Reload ability from ever showing up, since it makes all abilities not consume any ammo, so the pistol is always at max ammo, and therefore does not require a reload.