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Re: Different kind of reloading animations
Posted: 2010-04-21 18:08
by Sgt.MADHat
Is it possible to make the reload slower/faster depending on how much sprint you have left.
Re: Different kind of reloading animations
Posted: 2010-04-21 18:22
by Psyrus
Nope, engine limit
Re: Different kind of reloading animations
Posted: 2010-04-21 18:24
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:
Re: Different kind of reloading animations
Posted: 2010-04-21 19:06
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
Re: Different kind of reloading animations
Posted: 2010-04-21 19:15
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
Re: Different kind of reloading animations
Posted: 2010-04-22 01:08
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....
Re: Different kind of reloading animations
Posted: 2010-04-22 02:33
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
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.
Re: Different kind of reloading animations
Posted: 2010-04-22 17:29
by TrahnLee
You guys are safe.. We are no adding any "fluff". There won't be any self jamming weapons in PR:V.
Re: Different kind of reloading animations
Posted: 2010-04-22 18:03
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
Re: Different kind of reloading animations
Posted: 2010-05-14 20:01
by Action Jackson
xenimus wrote:
R insert
R ****
This kind of had me bamboozled for a moment
Re: Different kind of reloading animations
Posted: 2010-05-15 00:53
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
Re: Different kind of reloading animations
Posted: 2010-05-15 12:11
by sharpie
Hitman.2.5 wrote:New forum tags
Deleted for realizing the stupidity of my post
Re: Different kind of reloading animations
Posted: 2010-05-15 19:40
by goguapsy
Hmmm...... for the jamming... can't we have a few mags to have 20 bullets instead of 30, randomly?
Re: Different kind of reloading animations
Posted: 2010-05-16 15:01
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
Re: Different kind of reloading animations
Posted: 2010-05-16 18:51
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.
Re: Different kind of reloading animations
Posted: 2010-05-17 01:59
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
Re: Different kind of reloading animations
Posted: 2010-05-17 15:47
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......
Re: Different kind of reloading animations
Posted: 2010-05-18 15:31
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.
Re: Different kind of reloading animations
Posted: 2010-05-18 15:34
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...