PointDefense makes Armament ignore Ammo or ReloadDelay seemingly
Weapon assigned to PointDefense seems to ignore Ammo mechanic, or ReloadDelay on weapon for that matter. I was trying to use PointDefense to emulate Flares that would be dropped from Aircraft, for that end have given this to MiG:
Armament@TERTIARY:
Name: tertiary
Weapon: PointLaser
LocalOffset: -480,0,-90
PauseOnCondition: empdisable || !flareammo
ForceTargetRelationships: Enemy
PointDefense:
Armament: tertiary
PointDefenseTypes: AAMissile
RequiresCondition: airborne
ValidRelationships: Enemy
AmmoPool@2:
Name: flareammo
Ammo: 1
AmmoCondition: flareammo
Armaments: tertiary
ReloadAmmoPool@flare:
AmmoPool: flareammo
Delay: 300
Count: 1
Sound: minelay1.aud
RequiresCondition: !flareammo
this was how the weapon was configured:
PointLaser:
# ReloadDelay: 900
# ReloadDelay: 300
# all had the same result
ReloadDelay: 100
ValidTargets: AAMissile
# InvalidTargets: Infantry, Vehicle, Structure, Wall
Range: 0c768
Report: vpalwe2d.aud
Projectile: LaserZap
Width: 30
Duration: 3
Color: 03f0fc
ZOffset: 2047
SecondaryBeam: true
SecondaryBeamWidth: 50
SecondaryBeamZOffset: 2047
SecondaryBeamColor: 03fcfc30
Blockable: false
Warhead@1Dam: SpreadDamage
Spread: 42
Damage: 1
DamageTypes: DefaultDeath
Versus:
None: 250
Light: 100
Wood: 60
Heavy: 100
Concrete: 90
The result was that PointDefense worked all the time, causing the Aircraft to become practically invincible as it kept shooting down each and every missile coming in radius.
Presumably you could disable PointDefense when you have zero ammo, which would stop it firing.
Although for flares you are probably better to use it in conjunction with JamsMissiles, so the point defense would do no damage but it would trigger a GrantConditionOnAttack which would activate JamsMissiles for a short period.