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Yes/No?

F12 (Yes)
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F11 (No)
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Author Topic: Reload + Fireinterval = Total Reload as an option  (Read 2610 times)

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Offline STM1993

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Reload + Fireinterval = Total Reload as an option
« on: February 06, 2009, 03:55:28 am »
To understand this perfectly, use a Barrett.

Now, when you reload, you not only need to wait 300 ticks for the actual reload, but you'd also need to wait another 240 ticks before you can shoot again.

For the sake of modders and for more possibilities in weapon balance, I suggest that it should be possible to have ONLY reload and no need to wait for the fireinterval before you can fire.



I also noticed that in the past, when reloading the Spas, the fireinterval would also refresh, which prevents the use of the reload technique. Perhaps this option could be made available for the Spas as well.
« Last Edit: February 06, 2009, 03:57:18 am by STM1993 »

Offline numgun

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Re: Reload + Fireinterval = Total Reload as an option
« Reply #1 on: February 06, 2009, 04:43:16 am »
Barret has 10 shots and using them all up is enough to kill 10 people with a single mag/clip before you even get to the reloading part. I think that reload is there for a good reason.

And not only that, when you notice someone is reloading their barret, you get a chance to take him out while he's stuck reloading.

F11

Offline Fale

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Re: Reload + Fireinterval = Total Reload as an option
« Reply #2 on: February 06, 2009, 06:35:29 am »
Yeah, would be fair so F12.
Missclcked and voted for no :(

Offline scarface09

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Re: Reload + Fireinterval = Total Reload as an option
« Reply #3 on: February 06, 2009, 08:17:03 am »
I think it would benefit modding purposes only, but not for the real thing. So F12 for modding only.
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Offline Rook_PL

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Re: Reload + Fireinterval = Total Reload as an option
« Reply #4 on: February 06, 2009, 09:03:18 am »
This only effects barett and m79 - guns I dislike the most, so F11.
:)

Offline SpiltCoffee

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Re: Reload + Fireinterval = Total Reload as an option
« Reply #5 on: February 06, 2009, 09:52:27 am »
Realistically, it will only affect the Barrett. You might as well set the ammo to 1 and fireinterval to 1 and you'd replicate it, pretty much. F11.
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Offline croat1gamer

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Re: Reload + Fireinterval = Total Reload as an option
« Reply #6 on: February 06, 2009, 05:50:56 pm »
i think stm meant that the fireinterval would be only the 1st bullet, the others would have the normal fireinterval
f13, we will see
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Offline STM1993

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Re: Reload + Fireinterval = Total Reload as an option
« Reply #7 on: February 06, 2009, 07:45:52 pm »
Realistically, it will only affect the Barrett. You might as well set the ammo to 1 and fireinterval to 1 and you'd replicate it, pretty much. F11.
Then again, there are cases whereby I want a weapon to have something similar, but with limited amount of ammo per clip.

i think stm meant that the fireinterval would be only the 1st bullet, the others would have the normal fireinterval
That's correct.

This only effects barett and m79 - guns I dislike the most, so F11.
:)
Not really. It'd only affect guns with high fireinterval like semis. If it were something like a chainsaw, which has fireinterval 2, it wouldn't make much of a difference.

M79 actually has fireinterval 6.

Offline croat1gamer

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Re: Reload + Fireinterval = Total Reload as an option
« Reply #8 on: February 06, 2009, 08:09:46 pm »
it would be also usable on ruger
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Offline STM1993

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Re: Reload + Fireinterval = Total Reload as an option
« Reply #9 on: February 06, 2009, 08:20:16 pm »
it would be also usable on ruger

Not really. It'd only affect guns with high fireinterval like semis. If it were something like a chainsaw, which has fireinterval 2, it wouldn't make much of a difference.

Ruger is a semi. A semi-automatic in Soldat (though in real life it's bolt-action).

Offline croat1gamer

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Re: Reload + Fireinterval = Total Reload as an option
« Reply #10 on: February 06, 2009, 08:36:01 pm »
ow, didnt saw that

and spas would be also unaffected, thanks to the reload and shooting being tied to the animation
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Offline STM1993

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Re: Reload + Fireinterval = Total Reload as an option
« Reply #11 on: February 06, 2009, 10:47:14 pm »
ow, didnt saw that

and spas would be also unaffected, thanks to the reload and shooting being tied to the animation
Unless you make it like the older versions of Spas, whereby fireinterval would refresh with every reload.

Offline Xxypher

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Re: Reload + Fireinterval = Total Reload as an option
« Reply #12 on: February 08, 2009, 10:38:02 pm »
This would mainly affect single shot weapons, so no.

Offline Gotfryd

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Re: Reload + Fireinterval = Total Reload as an option
« Reply #13 on: February 10, 2009, 03:13:43 am »
First I thought F12, but now I'm not sure.
For example, if you want Barrett to have 300 ticks reload in total (i mean that total time between last shot from the old magazine and fist from the new = 300 ticks) you can do it by setting reload to 60 ticks. Then it would be 60 ticks reload + 240 ticks fireinterval = 300 ticks in total.
What you suggest would be useful for making "total reload" shorter than fireinterval between shots from one magazine - and only for this. And I doubt if doing so is useful for anything.
I won't vote now - if you convince me i'll go F12.

This only effects barett and m79 - guns I dislike the most, so F11.
:)
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« Last Edit: February 11, 2009, 06:57:58 am by Gotfryd »

Offline Oneshiningstar

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Re: Reload + Fireinterval = Total Reload as an option
« Reply #14 on: February 14, 2009, 12:20:44 am »
Doesn't really affect anything much, so F11
-Presses F11-
-F11 doesn't work-
-Presses F12-