Different kind of reloading animations

General discussion of the Project Reality Vietnam modification.
Sgt.MADHat
Posts: 36
Joined: 2009-08-09 05:45

Re: Different kind of reloading animations

Post by Sgt.MADHat »

Is it possible to make the reload slower/faster depending on how much sprint you have left.
Psyrus
Retired PR Developer
Posts: 3841
Joined: 2006-06-19 17:10

Re: Different kind of reloading animations

Post by Psyrus »

Nope, engine limit
SnipeHunt
Posts: 801
Joined: 2009-02-02 15:35

Re: Different kind of reloading animations

Post by SnipeHunt »

The problem is always the engine limitations. Lets just remove the engine limiter. Then we can have fastropes, 5 reloads, hair triggers and underground holes.

Done:
iwillkillyouhun
Posts: 337
Joined: 2009-10-15 15:52

Re: Different kind of reloading animations

Post by iwillkillyouhun »

SnipeHunt wrote:The problem is always the engine limitations. Lets just remove the engine limiter. Then we can have fastropes, 5 reloads, hair triggers and underground holes.

Done:
What do you mean by this ??

WE WON'T have underground holes in vietman then ???

:S
As my name shows....... I will kill y'all if you are screwing with me 8-) 8-) 8-)

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PLAYING SINCE Project Reality v0.5 :P
BloodBane611
Posts: 6576
Joined: 2007-11-14 23:31

Re: Different kind of reloading animations

Post by BloodBane611 »

iwillkillyouhun wrote:What do you mean by this ??

WE WON'T have underground holes in vietman then ???

:S
Not deployable holes. Obviously static/terrain holes as they already exist in PR are possible, but terrain cannot be modified on the go ingame
[R-CON]creepin - "because on the internet 0=1"
Pvt.SmittY15
Posts: 31
Joined: 2009-10-17 06:27

Re: Different kind of reloading animations

Post by Pvt.SmittY15 »

[R-DEV]Z-trooper wrote:Because the BF2 engine only allows one animation per event. Sometimes even less, as the sight in and out animations are the same but in reverse. That is how limited that part of the engine is.
Figures....
xenimus
Posts: 61
Joined: 2007-05-30 23:48

Re: Different kind of reloading animations

Post by xenimus »

this brings up an interesting concept, but not sure if its possible.

what if for each step in reloading. the player would need to push R

R reach and grab magazine

R insert

R ****


this must have been brought up somewhere. where do i remember it from?

anyway, i think it would have a cool effect on gameplay. makes players forget certain steps in extreme combat. like IRL there are steps...above is very simple yet effective.


JohnnyTheIED wrote:I would definitely love a "JAM" event on all guns.

Stats would have to be made and Average used, but I think it would be cool to get a "clic" once in a while, and then you'd have to hit the reload key to **** it again to shoot.

Would be totally realistic :P Especially with the M16a1's in Vietnam.
woh! hey johnny! we've played alot together. this guy ^^^^ this guyyyy^^^... hes a baller in combat.

anyway. i'd only like jamming if it was dependent on something..would you like that? like if you did X and Y too much, it would cause Z(jamming)

random is kinda unrealistic, cause it pays no attention to skill level that can be attained.
Last edited by xenimus on 2010-04-22 02:40, edited 1 time in total.
TrahnLee
Retired PR Developer
Posts: 475
Joined: 2006-12-30 05:26

Re: Different kind of reloading animations

Post by TrahnLee »

You guys are safe.. We are no adding any "fluff". There won't be any self jamming weapons in PR:V.
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SnipeHunt
Posts: 801
Joined: 2009-02-02 15:35

Re: Different kind of reloading animations

Post by SnipeHunt »

[R-DEV]TrahnLee wrote:You guys are safe.. We are no adding any "fluff". There won't be any self jamming weapons in PR:V.
Until next April 1st, when no guns will work . . ::lol
Action Jackson
Posts: 10
Joined: 2008-08-31 20:45

Re: Different kind of reloading animations

Post by Action Jackson »

xenimus wrote: R insert

R ****
This kind of had me bamboozled for a moment
Hitman.2.5
Posts: 1086
Joined: 2008-03-21 20:54

Re: Different kind of reloading animations

Post by Hitman.2.5 »

xenimus wrote:
R reach and grab magazine

R insert

R ****
Action Jackson wrote:This kind of had me bamboozled for a moment
New forum tags :p
Derpist
sharpie
Posts: 1434
Joined: 2009-11-08 03:41

Re: Different kind of reloading animations

Post by sharpie »

Hitman.2.5 wrote:New forum tags :p
Deleted for realizing the stupidity of my post
goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: Different kind of reloading animations

Post by goguapsy »

Hmmm...... for the jamming... can't we have a few mags to have 20 bullets instead of 30, randomly?
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! :D

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SGT.JOKER
Posts: 1014
Joined: 2007-03-18 17:35

Re: Different kind of reloading animations

Post by SGT.JOKER »

goguapsy wrote:Hmmm...... for the jamming... can't we have a few mags to have 20 bullets instead of 30, randomly?
Vietnam era M16's only had 20 round magazines (but if we really want it to be realistic it would only be 1 8)
SGT.JOKER>FTW<(Fight To Win) In Game
Just getting back in the game :mrgreen:
Riflemen, SAW Gunner, Grenaider.
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ComradeHX
Posts: 3294
Joined: 2009-06-23 17:58

Re: Different kind of reloading animations

Post by ComradeHX »

I say that maybe devs can make reloading while running a little slower?

I know personally irl that reloading on the run(not running backward, I run forward at the enemy in the name of motherland) is more difficult due to having to fumble around for a fresh mag and may drop the mag.
LithiumFox
Posts: 2334
Joined: 2007-07-08 18:25

Re: Different kind of reloading animations

Post by LithiumFox »

I think the PR dev's should allow for the ability to change server-side settings next april 1st. XD

game.engine.modifier.aprilfools.aplaunchset(1)

They press a button and then all the servers start making the guns not work, and also makes everyone have moon-like gravity. So now we have giant bouncing knife fights. XD would be an EPIC april fools

[url=http://www.realitymod.com/forum/f112-pr-bf2-tales-front/91678-universal-teamwork-oriented-player-tag.html]
iwillkillyouhun
Posts: 337
Joined: 2009-10-15 15:52

Re: Different kind of reloading animations

Post by iwillkillyouhun »

ComradeHX wrote:I say that maybe devs can make reloading while running a little slower?

I know personally irl that reloading on the run(not running backward, I run forward at the enemy in the name of motherland) is more difficult due to having to fumble around for a fresh mag and may drop the mag.
yeah... well that was my main idea too... reloading the gun incorrectly due not paying attention......
As my name shows....... I will kill y'all if you are screwing with me 8-) 8-) 8-)

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Masaq
Retired PR Developer
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Re: Different kind of reloading animations

Post by Masaq »

ComradeHX wrote:I say that maybe devs can make reloading while running a little slower?

I know personally irl that reloading on the run(not running backward, I run forward at the enemy in the name of motherland) is more difficult due to having to fumble around for a fresh mag and may drop the mag.
No, read the replies above - it simply cannot be done. Each weapon in PR can only have one reload animation.

The game pays no attention to if you're running, walking, standing still or dancing a tango - it can only play a single reload animation at a single speed.

"That's how it starts, Mas, with that warm happy feeling inside. Pretty soon you're rocking in the corner, a full grown dog addict, wondering where your next St Bernand is coming from..." - IAJTHOMAS
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rampo
Posts: 2914
Joined: 2009-02-10 12:48

Re: Different kind of reloading animations

Post by rampo »

[R-DEV]Masaq wrote: The game pays no attention to if you're running, walking, standing still or dancing a tango
You can do tango!? o_O

luv them easter eggs...
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