How much of the fighting do players do with an empty weapon?
Ammo that is too scarce turns a shooter into a chore, and too plentiful removes every decision. This entry shows how to measure the time spent in a fight with nothing to shoot, using samples that have gaps.
Why this works
Running dry is tension in small doses and a broken game in large ones. Weighing each reading by the time it covers, and ignoring long gaps where nothing was seen, measures how much of the real fighting happens empty-handed.
When not to use it
Does not fit games where weapons are unlimited or melee is the main way to fight. There, limit something else, such as cooldowns or stamina, and measure how often that runs out.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 26 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "How much of the fighting do players do with an empty weapon?" (read_entry share-of-combat-time-spent-without-ammo) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP