kung foo man (10th November 2012)
Hey IznoGoD, it was just to laugh
Please call me Killer.Pro
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.
2ReaL (11th November 2012),Killer.Pro (11th November 2012),kung foo man (11th November 2012)
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.
IzNoGod made a good post about the logic, this post is about the animation:
In weapons/mp/luger_mp we see:
so we are already able to define TWO reload-animations.Code:...\fireAnim\viewmodel_luger_fire\lastShotAnim\viewmodel_luger_lastfire\...
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
2ReaL (11th November 2012)
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...