csj 0 Posted September 2, 2005 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 ? Share this post Link to post Share on other sites
Footmunch 0 Posted September 2, 2005 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) Share this post Link to post Share on other sites
DBR_ONIX 0 Posted September 2, 2005 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 Share this post Link to post Share on other sites
csj 0 Posted September 3, 2005 <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. Share this post Link to post Share on other sites
crassus 0 Posted September 3, 2005 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? Share this post Link to post Share on other sites
csj 0 Posted September 3, 2005 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. Share this post Link to post Share on other sites
DBR_ONIX 0 Posted September 3, 2005 I thought it went to yellow while it wasn't fireable (Same with the tank reloading) - Ben Share this post Link to post Share on other sites
crassus 0 Posted September 3, 2005 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. Quote[/b] ]reloadAction = ManActReloadMagazine; I guess I would just leave this line out of the weapon's config? Share this post Link to post Share on other sites