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Thread: Weapon reloads in scripts

  1. #11
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    Quote Originally Posted by nyaa View Post
    Its possible. I have seen Tobby's mod, but he isn't so kind people, and doesnt tell me...
    You serious? In the iwd files from the last time I played on a server with Tobby's zombots there are 2 _mp files for every weapon.
    e.g. ak47_mp and fast_ak47_mp

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    kung foo man (10th November 2012)

  3. #12
    Assadministrator kung foo man's Avatar
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    Quote Originally Posted by Peterlankton View Post
    You serious? In the iwd files from the last time I played on a server with Tobby's zombots there are 2 _mp files for every weapon.
    e.g. ak47_mp and fast_ak47_mp
    Thats why i asked for the IP to check it out.

    @Tally: could you upload images to the forum? Extern sources tend to dont work in some years.
    timescale 0.01

  4. #13
    Corporal Killer.Pro's Avatar
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    Hey IznoGoD, it was just to laugh
    Please call me Killer.Pro

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    Assadministrator IzNoGoD's Avatar
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    No hard feelings from my side.

    On topic:
    I've been playing with the idea of making a fast-reload weapon through scripts. Found some way that might work:
    1. Create a weapon with a quite slow reload (normal reload maybe)
    2. Bind the R-key to "+reload; openscriptmenu inputs reload"
    3. Monitor said scriptmenuresponse, monitor all other inputs too (those that might interrupt the reloading process, like bashing or mantling)
    4. If fast-reload enabled, give full clip ammo after a while (reduce normal ammo accordingly) and take away the weapon, just to give it back shortly after (0.05 seconds or so... might not even be needed)
    5. There you have it, fast reload.

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    2ReaL (11th November 2012),Killer.Pro (11th November 2012),kung foo man (11th November 2012)

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    Well, in Tobby's V1 mod its fast_ and simple_mp, and i know to how work it...
    But, in Tobby's V2 mod there is no fast_mp! IP: 91.82.84.215:28983
    Also IzNoGoD's idea may work i think. I will check and notify you, thanks.

  8. #16
    Assadministrator kung foo man's Avatar
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    IzNoGod made a good post about the logic, this post is about the animation:

    In weapons/mp/luger_mp we see:
    Code:
    ...\fireAnim\viewmodel_luger_fire\lastShotAnim\viewmodel_luger_lastfire\...
    so we are already able to define TWO reload-animations.

    fireAnim is played with more than 0 ammo in magazine
    lastShotAnim is played with 0 ammo in magazine

    so, before +reload, we need to bind a /openscriptmenu, which is checking for the fast reload perk:
    if normal reload: make sure at least 1 bullet is in magazine, so fireAnim will be played
    if fast reload: make sure 0 bullets are in magazine, so lastShotAnim will be played
    timescale 0.01

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    2ReaL (11th November 2012)

  10. #17
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    kung foo man: I don't think your idea make sense:/
    IzNoGoD's idea would good if the reload don't stop in the middle of reloading.
    Like: you start reloading, and when you put back the clip the reload ends...

  11. #18
    Assadministrator kung foo man's Avatar
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    Quote Originally Posted by nyaa View Post
    kung foo man: I don't think your idea make sense:/

    And why? ;D
    timescale 0.01

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