Killing Floor

Killing Floor

Reload Options
52 Comments
󠀡 12 Aug, 2021 @ 5:36am 
I spotted a bug where if you disable the auto-reload and you use a bind for aiming and firing, it will not work and continue the reload automaticly anyways and the text for it on the checkbox when enabled will not display the text either which indicates that it struggles to detect my action/input.

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.
Vel 17 Apr, 2021 @ 3:40am 
10⁻³ m³  [author] 12 Oct, 2018 @ 4:27pm 
Unless Server Perks has settings for its menus, probably not without recompiling this mutator. If you don't host a server and only want to change your settings, I'd just edit the config file manually.
Vel 12 Oct, 2018 @ 3:42pm 
Thankyou for this one, however, with ServerPerks the reload button gets overlayed/disappears by the other buttons because it doesn't have space anymore. Is there a way i can fix that?
Ω Spriggan Ω 30 Aug, 2016 @ 6:09pm 
"make the reload animation interruptible."

*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...
elviscera 26 Apr, 2016 @ 10:27pm 
Also, appears to be whitelisted as I got an achievement with the mutator enabled. Much better to not get stuck in the @#$% reload animation when engulfed by the hoarde. :taloslol:
elviscera 26 Apr, 2016 @ 9:32pm 
Got it. With the game not running, unzip the archive, move the files (.u and .ucl) from the archive into Steam\SteamApps\common\killingfloor\System\ and start the game. Not sure why subscribe didn't work but this is fine. Thanks for creating the mutator.
elviscera 26 Apr, 2016 @ 8:56pm 
Thanks, sorry to be noob, how do I install?
10⁻³ m³  [author] 26 Apr, 2016 @ 8:50pm 
There's a dropbox link at the end of the description.
elviscera 26 Apr, 2016 @ 8:40pm 
I subscribed but I don't get the mutator in the list of available =mutators -- suspiciously, no message issued when the game starts immediately after having subscribed, can I down load this instead? Thanks.
Billy~the~kid 26 Mar, 2015 @ 3:05am 
How do you incorperate?
Wraith 5 24 Jan, 2015 @ 12:50pm 
Since this has been whitelisted, you might want to add that to the list of categories/tags.
HappyTrueEvil 20 Nov, 2014 @ 6:44pm 
This is an awesome addition to my server!!! great luv how its whitelisted!
sev 21 Oct, 2014 @ 4:58pm 
IT HAS
OH HOLY GOSH
GaySky 19 Oct, 2014 @ 11:18am 
lol about damn time
VoidBreak 18 Oct, 2014 @ 11:33pm 
Awesome!
10⁻³ m³  [author] 17 Oct, 2014 @ 2:03am 
The mutator has been whitelisted.
VoidBreak 4 Aug, 2014 @ 1:17am 
Damn I don't understand how this hasn't been whitelisted yet
Plandercozeron 5 Jul, 2014 @ 1:02am 
Very usefull mutator. Thank you so much.
sev 1 Jun, 2014 @ 12:13pm 
I just wish more servers were running this.
I asked my favorite server peoples (ClanFec) to add it and they didn't.
10⁻³ m³  [author] 1 Jun, 2014 @ 3:11am 
I submitted it for whitelist more than half a year ago, and there hasn't been a single whitelist update since then.
Haigen 1 Jun, 2014 @ 1:56am 
Its too awesome but unfortunately not whitelisted. My kill/damage stats i earn while using this mod for perk leveling are resetted to the point where i didnt use this mut everytime i leave the game :(
Thot Slayer 24 Nov, 2013 @ 6:11pm 
I FUCKING LOVE YOU
I LOVE YOU SO MUCH
sev 25 Oct, 2013 @ 1:05pm 
I love you.
Just want you to know that.
I've had no problems since you fixed all that stuff.
10⁻³ m³  [author] 25 Oct, 2013 @ 4:08am 
Updated to include new DLC weapons.
The Black Swordsman 11 Oct, 2013 @ 12:04pm 
oh my god that interruptable reload. Its like everything in the universe has gone right.
sev 24 Sep, 2013 @ 1:32pm 
Didn't even occur to me that it was Testmap doing it. Roight.
10⁻³ m³  [author] 24 Sep, 2013 @ 12:57pm 
Updated to fix the auto-reload option.

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().
sev 24 Sep, 2013 @ 7:20am 
Besides that, though, I think everything is working as it should.
sev 24 Sep, 2013 @ 7:20am 
Interrupt bugs:

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.
sev 24 Sep, 2013 @ 6:36am 
...Really, the only time I use single-shot weapons are with their respective perks, and you can already switch weapons about halfway through the animations anyway, so it's totally fine.
I have some free time now, I'll check out your progress. Critic module is active.
primeorb 17 Sep, 2013 @ 6:36pm 
Haven't tried it yet, but I'd like to say that I love you. Too lazy to figure out how to do this myself, so it's awesome that you did it :D:
10⁻³ m³  [author] 15 Sep, 2013 @ 10:02am 
Updated, see the change notes. After a bit of testing, I decided against making the mutator work with single-shot weapons or adding manual bolting, because it'd be too awkward to do from a client-side interaction. More details in the post below.

@[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.
10⁻³ m³  [author] 15 Sep, 2013 @ 10:02am 
(cont.)
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.
sev 13 Sep, 2013 @ 5:25pm 
(Read top to bottom!)

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...
sev 13 Sep, 2013 @ 5:25pm 
Interrupt bugs/nitpicks:

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...
sev 13 Sep, 2013 @ 5:25pm 
Disable auto-reload bugs/nitpicks:

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.
sev 13 Sep, 2013 @ 5:24pm 
Disable auto-reload bugs/nitpicks (cont.):

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).
10⁻³ m³  [author] 13 Sep, 2013 @ 2:10am 
@Ranger Danger
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.
PsychoDriveBy 12 Sep, 2013 @ 10:35pm 
This is probably one of the best mutators I've seen for Killing Floor. I believe for fans of the Red Orchestra series this is a magnificent mutator, and I would at least post it on the page that Nejc said. I stumbled across that a few weeks ago and was honestly going to post it, but Nejc beat me to it. Is there a way to add in manual bolting, one similar to the one in the Red Orchestra series?
10⁻³ m³  [author] 9 Sep, 2013 @ 6:40am 
Minor update, see the change notes. If it's the first time you try the mutator, keep in my mind that all of the checkboxes are unticked by default.
10⁻³ m³  [author] 9 Sep, 2013 @ 12:42am 
@Golden Darkness
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.
󠀡󠀡 8 Sep, 2013 @ 10:02am 
You need to suscribe to the mutator for the thing to work client-wise...
Nejco 8 Sep, 2013 @ 2:39am 
You saw this: http://forums.tripwireinteractive.com/showthread.php?t=94170 ?
I want disable reload in game options, not just as mutator.
10⁻³ m³  [author] 8 Sep, 2013 @ 1:30am 
@Nejc
I'll do it when new whitelist submissions are accepted again.
Nejco 7 Sep, 2013 @ 12:50pm 
post it on forums for whitelisting
Vic 4 Sep, 2013 @ 2:47pm 
This bloody mut should be made whitelisted!! AA-12 lovers will understand and support me i guess...
Johnny 4 Sep, 2013 @ 3:52am 
This needs to be implemented in the game
alonbenyair 3 Sep, 2013 @ 8:27am 
can you make a weapon called ACR from MW2?
alonbenyair 3 Sep, 2013 @ 8:27am 
i know that i thought that i need to put that in a file