diff --git a/qtfred/help-src/doc/dialogs/ShipWeaponsDialog.html b/qtfred/help-src/doc/dialogs/ShipWeaponsDialog.html index 32182e89bf1..9ba65772726 100644 --- a/qtfred/help-src/doc/dialogs/ShipWeaponsDialog.html +++ b/qtfred/help-src/doc/dialogs/ShipWeaponsDialog.html @@ -9,23 +9,106 @@
Accessed via the Weapons button in the Ship Editor.
-Assigns weapons to the ship's banks and turrets for this mission instance, -overriding the ship class defaults.
+Assigns weapons, starting ammo, and per-turret AI class to the ship's banks and +turrets for this mission instance, overriding the ship class defaults.
+All changes are buffered. Nothing is written to the mission until you click +OK; Cancel and closing the dialog discard +everything.
-Select Primary, Secondary, or -Turret to switch which set of banks is shown. The -Tertiary option is not currently implemented.
+Weapons are split across two tabs:
+The dialog opens on whichever tab has banks first; if a ship has only secondaries, +the Secondary tab is shown.
+Each tab contains:
+The right panel lists the banks or turrets for the selected mode. Select the bank -or turret you want to change. Then select the desired weapon from the left panel and -click Set Selected to assign it.
-Where a weapon uses ammo, the ammo count appears as a second column next to the -weapon name. Click the value to edit the starting ammo for that bank directly.
+Several ways:
+Selection within the Banks tree is restricted to one row type at a time: clicking +a turret-group row clears any selected slot rows, and vice versa. This keeps the +AI controls and Set Selected controls clearly applicable to whatever is currently +highlighted.
-When in Turret mode, a dropdown and button at the bottom allow the AI class of the -selected turret to be changed independently of the ship's overall AI class.
+Where a weapon uses ammo, the slot's row has a second column showing +current/max. Click the value to edit; a spinbox appears, clamped to the +maximum capacity for that weapon and bank. The display refreshes as soon as the +edit is committed.
+ +With a weapon highlighted in the list, the View Table button
+opens a viewer for that weapon's weapons.tbl entry (including any
+modular -wep.tbm overrides). Useful for quickly checking damage,
+ammo capacity, or flags without leaving the dialog.
Each turret has its own AI class, independent of the ship's overall AI class. +Select one or more turret-group rows (the parent rows, not the individual +slots), pick an AI class from the combo, and click Change AI. The +new value is applied to every selected turret on every marked ship.
+The combo reflects the selection:
+The Pilot row is shown for context but its AI is owned by the +Ship Editor and cannot be changed here. When +only the Pilot row is selected the AI controls are disabled.
+ +If multiple ships of the same class are marked when the dialog is opened, +edits apply to all of them. The dialog reconciles per-slot state from the marked +ships at open time:
+Multi-edit is only available when every marked ship belongs to the same ship +class. The Ship Editor's Weapons button is disabled +otherwise.
+ +OK commits every change (weapons, ammo, and AI) to every +relevant ship and closes the dialog. Cancel, closing the dialog +window, or pressing Esc discards every change; no mission data +is touched. If unsaved changes exist when closing, you are prompted to keep them.