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I found a fix for the cannon spent casings problem

15.4k Reuben201103  4.4 years ago

EDIT

I was wrong but I’m looking for a way to work around it, I’ll keep this updated if I find a way

Recently I’ve seen people using two cannons to produce the effects of “spent casings” . The problem with this was it doubled the ammo count making it hard to tell how much was left (and I just found it a bit annoying). Anyway the fix for this is to add another cannon with a negative ammo count (eg. -1000) equal to that of the cannon with the spent shells, then set the firing delay to 0 and add it to the build, I hope this helps people, I’ll add a link to a build with the fix so you can experiment.