When you set a walker/shooters weapon to (none) they do the combo 0 thing. ...So your thinking right now "why would you do that?" well A) accident, and B) I would like to access this for a stun/paralyze script. I guess I could also set halt rate at 0 for the second one and it'd work also.
walker/shooter bug
I don't think any enemy currently checks if its weapon is 0 before firing...
Moved to limbo until 2.50.