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set input x IronSightZoomIn | Fire
and
set input x IronSightZoomOut | Fire
The fire command alone and the ironsight zoom command alone doesn't ignore the auto-reload disabled.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2459741582
*Sniff* *Sniff*
Back when i did seriously play this game that was one feature i always wanted as a medic. :(
so many players died because i was caught out reloading that tier 2 medic gun...
OH HOLY GOSH
I asked my favorite server peoples (ClanFec) to add it and they didn't.
I LOVE YOU SO MUCH
Just want you to know that.
I've had no problems since you fixed all that stuff.
The RldOpt_RstAmmRmnng string is a workaround to reset ammo on the server, so it's not meant to be entered manually. If the Wrong command message appeared on the advanced testmap, then there's no problem: the testmap mutator will show this message every time other mutators call Mutate().
Switching weapons while reloading with ammo in the clip prints this to my chat: Wrong command: RldOpt_RstAmmRmnng (oh god that name why)
It doesn't seem to affect ammo count negatively, so I dunno the problem there.
Disable auto-reload bugs/nitpicks:
Disabling auto-reload with the Crossbow, Sawbow, M79, M99, etc., requires you to reload to fire again if you run out of ammo and then buy more or pick some up.
Disable auto-reload should not do anything with the double-barrel. If you quickly switch to another weapon and then back to the double-barrel, you can mash Fire/AltFire to see the message and hear the sound, but reloading does nothing and ammo automagically goes back into the gun after the time the reload animation would have taken.
I have some free time now, I'll check out your progress. Critic module is active.
@[TDC] DarkShadow6
Thanks for the feedback. To add what hasn't been mentioned in the change notes, I included SwitchToLastWeapon as a default interrupt alias. AltFire is already a default alias, but the defaults won't be written in your config file if there is at least one alias there (which is intentional).
The inventory HUD should be working now. There's a small problem with the Fire still interrupting the animation when a weapon is reselected, but there is no easy way to fix that.
As for single-shot weapons, simply playing different portions of the animation isn't difficult. What makes it awkward to do without replacing the weapons is that it's not possible to override functions or replicate values from an interaction. Adding manual bolting would be even more complicated because the existing weapon classes don't have a corresponding property. Another problem is that some animations always show single-shot weapons loaded. For example, there'd need to be at least three new animations for the Crossbow showing it empty: Idle, PutDown and BringUp. Since I don't know how to use the SDK to make animations, I decided to stop at this point.
Notes:
If you want to make interrupted reloading begin at a specific point, is it possible to kern/tween/whatever the terminology is for Unreal to other frames in an animation, and then continue playing? That would allow you to set animation offsets for each weapon and jump to them immediately.
I don't know how the internals of this mut works, but I'm assuming the mut overwrites commands (using aliases) and uses its own logic before running the commands in their original forms. That said, let's move on to...
If interrupts are enabled and auto-reload is enabled, using Fire as an interrupt will interrupt the reload sequence as advertised, but will also auto-reload, which is silly and totally defeats the purpose of interrupts; you can just spam Fire to continually restart the reload sequence over and over again and it actually ends up making it take longer to reload than normal. Disabling auto-reload fixes this problem, telling you you need to reload (if enabled) instead of auto-reloading.
If you have the weapon menu open, running Fire will interrupt the reload and then normally execute Fire, switching your weapon mid-reload. It would be nice if SwitchToLastWeapon and AltFire were also interrupt commands by default, but that's a small issue.
Interrupts do not work with all weapons (mainly single-shot weapons, i.e. M79, Buzzsaw Bow...). I know the reload is part of the fire animation, but still...
If auto-reload is disabled, running Fire will show the text (if enabled), play the empty sound, and do nothing else; i.e., if one runs Fire with the weapon selection menu open and the weapon is empty, Fire will be completely blocked and no weapon will be selected.
If you have to completely block the effects of Fire to stop auto-reload, either check if the weapon selection menu is open (though this may continue to break other things that use Fire, which you would have to fix individually), or try setting the reserve ammo count to 0, allow Fire to run normally, and then set it to its previous value, instead of stopping Fire entirely and only running your own code. This would also allow mutator weapons to be interrupted and let them handle being empty instead of your code doing it, which could cause incompatibility/errors if the weapon is supposed to do something special when it's empty.
Continuing the blockage of Fire, if you have no ammo in your weapon or in reserve, you cannot switch weapons using the weapon select menu. If you have the weapon menu disabled (if that's even possible, I forget) then you're fine, I guess. The only way you can switch is to drop it or to use the last weapon command.
Disabling auto-reload with the Huskgun requires you to reload before you fire (this weapon uses a clip/magazine for some reason, even though it visually (via the ammo counter) does not; proof of this is reloading and hearing your character say a reloading phrase).
I've submitted it for the whitelist on the forums. I'll see if it's possible to add manual bolting without replacing the weapons, though it doesn't help that firing and bolting are not separate animations in the game.
You don't need to subscribe. Because all of the mutator's settings are client-side, people who aren't subscribed won't have the .ini file the first time they connect to a server running the mutator. In that case, they'll need to add InterruptAliases to the config file to be able to interrupt the reload animation, but all other options should work in-game right away. I'll update the mutator and add default aliases to make it non-subscriber-client-friendlier.
@Nejc
While the mutator might get whitelisted, I doubt it'll be added to the game. Before updating this mutator, I sent a PM to a dev and was told that there are no current plans for implementing such options.
I want disable reload in game options, not just as mutator.
I'll do it when new whitelist submissions are accepted again.