You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
The part within "verbs" is crucial. Due to an oversight in vanilla code, negative values are allowed for ticksBetweenBurstShots. Vanilla otherwise adds 1 to your XML value, so setting it negative allows a time between shots of 0 ticks, e.g instantaneously. Then, burstShotCount can be as small or large as you want. CombatExtended will handle the loss in magazine ammo appropriately. The part within "comps" ensures that ONLY all barrels can be fired at once (noSingleShot), and if noSingleShot is false, aiUseBurstMode ensures that enemies always fire multiple barrels at once.