Different kind of reloading animations
-
- Posts: 36
- Joined: 2009-08-09 05:45
Re: Different kind of reloading animations
Is it possible to make the reload slower/faster depending on how much sprint you have left.
-
- Retired PR Developer
- Posts: 3841
- Joined: 2006-06-19 17:10
Re: Different kind of reloading animations
Nope, engine limit
-
- Posts: 801
- Joined: 2009-02-02 15:35
Re: Different kind of reloading animations
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:
Done:
-
- Posts: 337
- Joined: 2009-10-15 15:52
Re: Different kind of reloading animations
What do you mean by this ??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:
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
PLAYING SINCE Project Reality v0.5![Razz :P](./images/smilies/icon_razz.gif)
![Cool 8-)](./images/smilies/icon_cool.gif)
![Cool 8-)](./images/smilies/icon_cool.gif)
![Cool 8-)](./images/smilies/icon_cool.gif)
![Image](http://i226.photobucket.com/albums/dd251/Grantshaw_photos/mumblebaruser4.png)
PLAYING SINCE Project Reality v0.5
![Razz :P](./images/smilies/icon_razz.gif)
-
- Posts: 6576
- Joined: 2007-11-14 23:31
Re: Different kind of reloading animations
Not deployable holes. Obviously static/terrain holes as they already exist in PR are possible, but terrain cannot be modified on the go ingameiwillkillyouhun wrote:What do you mean by this ??
WE WON'T have underground holes in vietman then ???
:S
[R-CON]creepin - "because on the internet 0=1"
-
- Posts: 31
- Joined: 2009-10-17 06:27
Re: Different kind of reloading animations
Figures....[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.
-
- Posts: 61
- Joined: 2007-05-30 23:48
Re: Different kind of reloading animations
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.
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.
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.
woh! hey johnny! we've played alot together. this guy ^^^^ this guyyyy^^^... hes a baller in combat.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 realisticEspecially with the M16a1's in Vietnam.
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.
-
- Retired PR Developer
- Posts: 475
- Joined: 2006-12-30 05:26
Re: Different kind of reloading animations
You guys are safe.. We are no adding any "fluff". There won't be any self jamming weapons in PR:V.
![Image](http://img707.imageshack.us/img707/8317/prvl.gif)
-
- Posts: 801
- Joined: 2009-02-02 15:35
Re: Different kind of reloading animations
Until next April 1st, when no guns will work . . ::lol[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.
-
- Posts: 10
- Joined: 2008-08-31 20:45
Re: Different kind of reloading animations
This kind of had me bamboozled for a momentxenimus wrote: R insert
R ****
-
- Posts: 1086
- Joined: 2008-03-21 20:54
Re: Different kind of reloading animations
xenimus wrote:
R reach and grab magazine
R insert
R ****
New forum tagsAction Jackson wrote:This kind of had me bamboozled for a moment
![Razz :p](./images/smilies/imported_icon_razz.gif)
Derpist
-
- Posts: 1434
- Joined: 2009-11-08 03:41
Re: Different kind of reloading animations
Deleted for realizing the stupidity of my postHitman.2.5 wrote:New forum tags![]()
-
- Posts: 3688
- Joined: 2009-06-06 19:12
Re: Different kind of reloading animations
Hmmm...... for the jamming... can't we have a few mags to have 20 bullets instead of 30, randomly?
-
- Posts: 1014
- Joined: 2007-03-18 17:35
Re: Different kind of reloading animations
Vietnam era M16's only had 20 round magazines (but if we really want it to be realistic it would only be 1goguapsy wrote:Hmmm...... for the jamming... can't we have a few mags to have 20 bullets instead of 30, randomly?
![Cool 8)](./images/smilies/imported_icon_cool.gif)
SGT.JOKER>FTW<(Fight To Win) In Game
Just getting back in the game
Riflemen, SAW Gunner, Grenaider.
![Image](http://i214.photobucket.com/albums/cc175/JokersWarPig/sgtjoker03.png)
Just getting back in the game
![Mr. Green :mrgreen:](./images/smilies/icon_mrgreen.gif)
Riflemen, SAW Gunner, Grenaider.
![Image](http://i214.photobucket.com/albums/cc175/JokersWarPig/prvl.gif)
![Image](http://i214.photobucket.com/albums/cc175/JokersWarPig/sgtjoker03.png)
-
- Posts: 3294
- Joined: 2009-06-23 17:58
Re: Different kind of reloading animations
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.
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.
-
- Posts: 2334
- Joined: 2007-07-08 18:25
Re: Different kind of reloading animations
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
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]
-
- Posts: 337
- Joined: 2009-10-15 15:52
Re: Different kind of reloading animations
yeah... well that was my main idea too... reloading the gun incorrectly due not paying attention......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.
As my name shows....... I will kill y'all if you are screwing with me
PLAYING SINCE Project Reality v0.5![Razz :P](./images/smilies/icon_razz.gif)
![Cool 8-)](./images/smilies/icon_cool.gif)
![Cool 8-)](./images/smilies/icon_cool.gif)
![Cool 8-)](./images/smilies/icon_cool.gif)
![Image](http://i226.photobucket.com/albums/dd251/Grantshaw_photos/mumblebaruser4.png)
PLAYING SINCE Project Reality v0.5
![Razz :P](./images/smilies/icon_razz.gif)
-
- Retired PR Developer
- Posts: 10043
- Joined: 2006-09-23 16:29
Re: Different kind of reloading animations
No, read the replies above - it simply cannot be done. Each weapon in PR can only have one reload animation.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.
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
"Did they say what he's angry about?" asked Annette Mitchell, 77, of the district, stranded after seeing a double feature of "Piranha 3D" and "The Last Exorcism." - Washington Post
-
- Posts: 2914
- Joined: 2009-02-10 12:48
Re: Different kind of reloading animations
You can do tango!? o_O[R-DEV]Masaq wrote: The game pays no attention to if you're running, walking, standing still or dancing a tango
luv them easter eggs...
![Image](http://img12.imageshack.us/img12/9916/fanboij.png)