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csj

Delay Reload Action ?

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On my machine gun I am using -

reloadAction = ManActReloadMagazine;

autoReload = false;

reloadMagazineSound[]={"weapons\m16load",db-70,1};

autoReload = false, this works ok but I would like to delay the reload by a few seconds even after user has selected reload off the action menu bar. ATM when selected the ammo box is instantly filled with bullets again.

How can I do this ?

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On my machine gun I am using -

reloadAction = ManActReloadMagazine;

autoReload = false;

reloadMagazineSound[]={"weapons\m16load",db-70,1};

autoReload = false, this works ok but I would like to delay the reload by a few seconds even after user has selected reload off the action menu bar. ATM when selected the ammo box is instantly filled with bullets again.

How can I do this ?

I think the ammo loading is automatic and built into the engine.

If you want to put a delay between starting reloading and being

able to fire again, you may be able to 'stretch' the ManActReload

animation a bit?

The other option is to have a looping script on the gun, and trigger

when the ammo count increases (ie when reloading occurs)

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The speedInit (or whatever it is) value, that stops the tanks being able to rapid fire.. Couldn't this be used?

Quite a few sniper rifles do the same thing, have a delay after reloading, when you can't fire.. But, if this applies to each bullet being fired, it wont work (I'm not sure if it does..)

- Ben

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<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">reloadAction = ManActReloadMagazine;

reloadMagazineSound[]={"weapons\m16load",db-70,1};

These two sections I can not get working atm

but if the reloadAction animation does slow the process down then this would be advantageous.

Edit:

I just found this that seems to work, I have not fully tested it yet.

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">magazineReloadTime=5;

the bullets still appear but you can not fire for pre-set time.

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Quote[/b] ]the bullets still appear but you can not fire for pre-set time

Just to clarify, do you mean that, say an M16 will show as reloaded, green ammo counter, but you can't fire for five seconds?

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Quote[/b] ]Just to clarify, do you mean that, say an M16 will show as reloaded, green ammo counter, but you can't fire for five seconds?

the ammo count shows red for 5 seconds then green when you can commence firing again. I am using it on a static 30.cal but I would say its the same on rifles.

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I thought it went to yellow while it wasn't fireable (Same with the tank reloading)

- Ben

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the ammo count shows red for 5 seconds then green when you can commence firing again. I am using it on a static 30.cal but I would say its the same on rifles.

Thanks.

I'm sorry to hijack your thread here, but a quick question, semi-related: is it possible to reload a rifle, pistol, AT or AA weapon without executing the associated anim?

I don't mean just adding a magazine to the player or AI's inventory; I mean actually reloading the weapon, rounds in the chamber as it were?

I seem to recall a few modded rifles, etc. that reloaded with out any anims.

(Again, sorry, to steal your thread)

Edit: Pfft. whistle.gif

Quote[/b] ]reloadAction = ManActReloadMagazine;

I guess I would just leave this line out of the weapon's config?

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