kaleb c0d3 8 Posted April 1, 2021 Sup everyone. I'm working with a code snippet for fast reload (an old idea that never finished). The concept is to reload the current weapon, dropping the magazine to the ground and cutting the required time to reload to half (I'm a IPSC shooter IRL, so grabbed the concept from there). So far, i've achieve this: 1. Get magazine type and ammo count for current weapon. 2. Remove the magazine from current weapon. 3. Create a magazine of the same type and ammo count on the floor. 4. Insert a magazine from inventory to current weapon. Extra: using ACE, binded the action to double R key tap. The thing is that I cannot control the animation speed. I mean, I want to start the reload animation but at a faster speed; in fact, i need any animation to replace the standar one. Any advice is welcome. Thanks in advance! 1 Share this post Link to post Share on other sites
Fiodor 10 Posted April 1, 2021 I second this. Would be pretty cool. Share this post Link to post Share on other sites
alpha993 122 Posted April 1, 2021 Normally you'd be able to control an animation's speed with setAnimSpeedCoef, but reload animations are considered gestures/actions, so that command does not affect their speed. You'd probably need to create a new gesture or modify an existing one via an addon. However, you could likely find an existing regular animation that looks good enough and use that instead with the aforementioned command, resetting the animation speed after the reload is done (important since you don't want your character zooming around with super speed). 3 Share this post Link to post Share on other sites
johnnyboy 3789 Posted April 1, 2021 As you have probably already found out, I tried both of these techniques, and neither has any effect on the speed of the reload animation: player setSkill ["reloadSpeed", 1]; player setAnimSpeedCoef 2; Sadly it looks impossible unless you mod your own reload animation. 2 Share this post Link to post Share on other sites
alpha993 122 Posted April 1, 2021 There is the default Arma 2 style reload animation which you could use with: player playAction "ReloadMagazine" I think it's slightly faster than regular animations, so it's a start I guess. 1 Share this post Link to post Share on other sites
kaleb c0d3 8 Posted April 1, 2021 2 hours ago, johnnyboy said: As you have probably already found out, I tried both of these techniques, and neither has any effect on the speed of the reload animation: player setSkill ["reloadSpeed", 1]; player setAnimSpeedCoef 2; Sadly it looks impossible unless you mod your own reload animation. Yep, already went to that obscure corners... setSkill only affects AI, and setAnimSpeedCoef works for movement-like animations. Thanks anyway, @johnnyboy 1 Share this post Link to post Share on other sites
kaleb c0d3 8 Posted April 1, 2021 2 hours ago, alpha993 said: There is the default Arma 2 style reload animation which you could use with: player playAction "ReloadMagazine" I think it's slightly faster than regular animations, so it's a start I guess. Thanks @alpha993, will try that. In an early reply, you've mentioned something about other gestures, and/or modifying existing ones (via config, i suppouse). Do you have an example or link to something like that? Thanks! 1 Share this post Link to post Share on other sites
alpha993 122 Posted April 1, 2021 Total stab in the dark here (I don't really know that much about how the animations system in the game works), but this might be useful to you. I would personally recommend using this is a rough guide to help look for the actual MX reload gesture in the game files and work from there. class CfgGesturesMale { class ManActions; class Actions; class Default; class States { class myGestureName: Default { file = "a3\anims_f\data\anim\sdr\gst\gesturereloadmx.rtm"; // <---- Existing anim that might look good for dropping a mag. MX one for reference. looped = 0; speed = 0.8; // <---- Variable to speed it up however you like! For reference, MX speed is 0.37. duty = 1; aimingBody = "aimingUpDefault"; mask = "handsWeapon"; soundOverride = ""; leftHandIKBeg = 1; leftHandIKCurve[] = {1}; leftHandIKEnd = 0; rightHandIKBeg = 1; rightHandIKCurve[] = {}; rightHandIKEnd = 1; weaponIK = 0; enableOptics = 0; showWeaponAim = 1; disableWeapons = 1; disableWeaponsLong = 1; canPullTrigger = 0; }; }; 1 Share this post Link to post Share on other sites
kaleb c0d3 8 Posted April 2, 2021 Thank you very much, @alpha993 Will post updates as soon as I can type some code. 1 Share this post Link to post Share on other sites