Reload one shell at a time and let a shot interrupt it
A shotgun that loads shells one by one should let you fire when you need to, but the usual version either locks you out until the end, loses a shell you were halfway through inserting, or makes you wait through the intro again. Here is the timing that feels fair.
Why this works
Loading one piece at a time is a series of small finished jobs, so each piece should count the moment it is done. Then stopping to shoot costs only the piece in your hand, never the ones already in, and a panicked player is never left with nothing.
When not to use it
Don't use it for weapons that load all at once, like a magazine or a battery pack, where an interrupted reload should lose the whole attempt. Also not when you want reloading to be a risky commitment the player must plan for.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- A diagram of every state
- 49 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Reload one shell at a time and let a shot interrupt it" (read_entry shell-by-shell-reload-that-can-be-interrupted) 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