I'm searching for an elegant solution to this problem:
A unit may have 4 of gun A, 3 of gun B or 2 or 3 of gun C.
I currently have this set up with a single selection option for both gun A and B and a 0-3 range option for gun C. All three options are in an exclusion group that's @x to @y with x and y set to 1 initially. They are also in an exclusion group of 0 to @z with z set to 3 (gun A and B count as 3 in this group while each selection of gun C counts as 1)
When gun C is first selected (selection = 1), it resets x to 2 and y to 3 and it disables guns A and B. Unfortunately, since the @x to @y exclusion group is not valid (only 1 of minimum 2) it's overriding the disablement of gun A and B. (Which is why I'm using the 0 to @z group, so selecting gun A or gun B at this point still throws an error).
Is there a way to get gun C to go from 0 to 2 and then 2 to 3?
I know another option would be to have a separate option for the third gun, but that feels clunky as well.
A unit may have 4 of gun A, 3 of gun B or 2 or 3 of gun C.
I currently have this set up with a single selection option for both gun A and B and a 0-3 range option for gun C. All three options are in an exclusion group that's @x to @y with x and y set to 1 initially. They are also in an exclusion group of 0 to @z with z set to 3 (gun A and B count as 3 in this group while each selection of gun C counts as 1)
When gun C is first selected (selection = 1), it resets x to 2 and y to 3 and it disables guns A and B. Unfortunately, since the @x to @y exclusion group is not valid (only 1 of minimum 2) it's overriding the disablement of gun A and B. (Which is why I'm using the 0 to @z group, so selecting gun A or gun B at this point still throws an error).
Is there a way to get gun C to go from 0 to 2 and then 2 to 3?
I know another option would be to have a separate option for the third gun, but that feels clunky as well.