dgrrrhelp 0 Posted August 9 Today I noticed for the first time (?) that when I try to throw, let's say, 3 RGO grenades in a row, there's about a 4 or 5 second delay between throws (the "type of throwable" text turns red for about 4 secs). But if I only have ONE RGO grenade, and I throw it, the "grenade type" switches immediately to RGN grenade, and that next grenade becomes throwable immediately. (The text never turns red.) But then the longer delay returns when throwing the another RGN grenade (ie the third grenade in all.) Is there something off with my game (that there's a 4 second delay between throwables of the same type), OR Is that delay normal, and the lack of delay when auto-switching BETWEEN THROWABLE TYPES is just an oversight? Share this post Link to post Share on other sites
Jackal326 1181 Posted August 10 Probably due to the "reloadTime" for that weapon muzzle (as most default grenades use the "Throw" weapon), and switching from grenade type negates the "reloadTime" due to the other grenade type being a different muzzle and as such being unaffected. Share this post Link to post Share on other sites
dgrrrhelp 0 Posted August 10 Jackal326, do you mean that the game mechanics sees "throwing" as using a weapon? (Ie you're not referring to any rifle, pistol or launcher that I'm carrying, right?) And the 3-4 second delay is otherwise normal? Cheers! Share this post Link to post Share on other sites
Jackal326 1181 Posted August 10 2 hours ago, dgrrrhelp said: Jackal326, do you mean that the game mechanics sees "throwing" as using a weapon? (Ie you're not referring to any rifle, pistol or launcher that I'm carrying, right?) And the 3-4 second delay is otherwise normal? Cheers! Yes. Its to try and prevent you from spamming 'nades like a crazy person. You can see the information I outlined above in the config file for the "Throw" weapon: class Throw: GrenadeLauncher { scope = 1; autoAimEnabled = 0; cursor = "EmptyCursor"; cursorAim = "throw"; value = 0; type = 0; displayName = "$STR_DN_THROW"; canDrop = 0; textureType = "semi"; magazineReloadTime = 0.0; reloadTime = 0.0; muzzles[] = {"HandGrenade_Stone","HandGrenadeMuzzle","MiniGrenadeMuzzle","SmokeShellMuzzle","SmokeShellYellowMuzzle","SmokeShellGreenMuzzle","SmokeShellRedMuzzle","SmokeShellPurpleMuzzle","SmokeShellOrangeMuzzle","SmokeShellBlueMuzzle","ChemlightGreenMuzzle","ChemlightRedMuzzle","ChemlightYellowMuzzle","ChemlightBlueMuzzle","IRGrenade"}; // this is what is switching and by-passing the "MagazineReloadTime" of 2.5 seconds... class ThrowMuzzle: GrenadeLauncher { cursor = "EmptyCursor"; cursorAim = "throw"; sound[] = {"",0.00031622776,1}; reloadSound[] = {"",0.00031622776,1}; aiDispersionCoefX = 6; aiDispersionCoefY = 6; reloadTime = 0; magazineReloadTime = 2.5; // this is what normally "delays" the throwing of a follow-up grenade within the same muzzle enableAttack = 0; showEmpty = 0; autoReload = 1; modelOptics = ""; minRange = 10; minRangeProbab = 0.2; midRange = 45; midRangeProbab = 0.9; maxRange = 60; maxRangeProbab = 0.03; keepInInventory = 1; }; class HandGrenadeMuzzle: ThrowMuzzle { magazines[] = {"HandGrenade"}; }; class MiniGrenadeMuzzle: ThrowMuzzle { magazines[] = {"MiniGrenade"}; }; class HandGrenade_Stone: ThrowMuzzle { magazines[] = {"HandGrenade_Stone"}; displayName = "$STR_DN_STONE"; minRange = 5; minRangeProbab = 0.01; midRange = 45; midRangeProbab = 0.1; maxRange = 80; maxRangeProbab = 0.01; }; class SmokeShellMuzzle: ThrowMuzzle { displayName = "$STR_MN_SMOKE"; magazines[] = {"SmokeShell"}; }; class SmokeShellYellowMuzzle: ThrowMuzzle { displayName = "$STR_MN_SMOKE"; magazines[] = {"SmokeShellYellow"}; }; class SmokeShellRedMuzzle: ThrowMuzzle { displayName = "$STR_MN_SMOKE"; magazines[] = {"SmokeShellRed"}; }; class SmokeShellGreenMuzzle: ThrowMuzzle { displayName = "$STR_MN_SMOKE"; magazines[] = {"SmokeShellGreen"}; }; class SmokeShellPurpleMuzzle: ThrowMuzzle { displayName = "$STR_MN_SMOKE"; magazines[] = {"SmokeShellPurple"}; }; class SmokeShellBlueMuzzle: ThrowMuzzle { displayName = "$STR_MN_SMOKE"; magazines[] = {"SmokeShellBlue"}; }; class SmokeShellOrangeMuzzle: ThrowMuzzle { displayName = "$STR_MN_SMOKE"; magazines[] = {"SmokeShellOrange"}; }; class ChemlightGreenMuzzle: ThrowMuzzle { displayName = "$STR_cfgWeapons_Throw_ChemlightMuzzle0"; magazines[] = {"Chemlight_green"}; }; class ChemlightRedMuzzle: ChemlightGreenMuzzle { magazines[] = {"Chemlight_red"}; }; class ChemlightYellowMuzzle: ChemlightGreenMuzzle { magazines[] = {"Chemlight_yellow"}; }; class ChemlightBlueMuzzle: ChemlightGreenMuzzle { magazines[] = {"Chemlight_blue"}; }; class IRGrenade: ThrowMuzzle { displayName = "$STR_A3_cfgWeapons_Throw_IRGrenade0"; magazines[] = {"B_IR_Grenade","O_IR_Grenade","I_IR_Grenade"}; cursorSize = 1; }; }; Share this post Link to post Share on other sites