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All I'm saying is rather than duplicate the whole workshop mod, ask the mod owner to recompile with lower fps for those particular animations. If they can't/won't, I can try my hand at it or a custom weapon script. I'm just not confident the weapon script would be effective since I've read contradictory info on it. Let me know what you find out!
Decompiling the model reveals in the .qc file that the animations for reload and reload empty are at a different fps than the common one I've seen (38, and 32 fps, respectively- I usually see 30 fps). I don't know if trying to edit the reload duration using scripts is a better idea or just having the mod owner recompile the models with a different fps for those animations. I'm leaning towards that, though. Have other people mentioned this issue to the mod owner and if so, what did he/she say?
Don't thank me unless it works, I'm still unsure the variable in the weapon script actually affects anything. Give me a few days to unpack the vpk, decompile the model, view the .qc and animation durations, and adjust the weapon script. Just to be clear, the reload animation is fast, you want the script to make the actual weapon speed match the animation, correct?
I'll see what I can do but no promises.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2251612286 - Desert Eagle
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2026513308 - M16
Here you go, man. Highly appreciate for helping a brother out!
I can make a script that you can try out and see. But so far everything I've read says they may not have an effect since it's the animation speed. Of course the information I have found is older, a few updates ago.
Can you please give a specific link so I don't have to hunt through all that persons (very nice!) submissions?
I can try, I've seen varying and conflicting info that reload times are hardcoded into weapon animations and that scripts don't affect them but I have yet to try this personally. What's your request?