Rusted Warfare Mod Workshop
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Choose ammunition from unit state

Connect the button, conditional projectile and firing event

Define two projectile types

Keep normal damage at 18 and set enhanced damage to 30 with a blue color, obvious visual and numerical differences make mode testing easier

[projectile_powered]
directDamage: 30
life: 1.5s
speed: 4
drawSize: 1.3
color: #80D8FF

Let the turret condition choose

projectile is the default and altProjectile is the conditional alternative, the alternative is selected when altProjectileCondition is true, reading the memory changed by the button

[turret_main]
x: 0
y: 0
projectile: shell
altProjectile: powered
altProjectileCondition: memory.powered
onShoot_triggerActions: countShot

Count actual shots

Attach the counter to the turret firing event so a button click does not count as a shot, assign the old value plus one and keep the action reference consistent

[hiddenAction_countShot]
setUnitMemory: shots=memory.shots + 1

Use repeatable checks

Spawn one tank, fire three normal shots and two enhanced shots, expect a count of 5, then create another tank and expect its count to start at 0

Try it yourself

Sketch a three-ammunition state flow and decide whether a boolean still fits

Open interactive lesson and download the companion mod