I was thinking about how this could be done. In a game like BF3 it probably is not such problem since game deals only in rounds left, not magazines like Arma. Arma also, as you all know, counts how many rounds each magazine has left.
Something like this came to mind, example (colors indicate state of counter on HUD, if weapon is ready to fire):
-You would start with
29+1 | 5-Empty whole magazine
0+0 | 5-Perform changing magazine animation
30+0 | 4-*Check if any rounds in chamber, if not, perform cocking animation
29+1 | 4-*If round is in chamber then
30+1 | 4
So, game would always check if weapon is ready to fire after "tactical reload animation / switching magazine animation", "remove" one round from magazine inserted and do cocking animation if necessary.
They have a lot of work done since they have dry reload animation already. They need to split the animations and add some checks.
Now I am not a programer so this is probably way more complicated but I think principle should be somehow right. What do you guys think?
Hi, i was reffering to the muzzle breaker as piece, not to that particular muzzle breaker that is illustrated on the picture; i'd shoot a CETME L a couple of times by night and some more times under low light (dusk & dawn) conditions, also inside poorly or just non iluminated buildings. the CETME L muzzle breaker is the same one that the M-16 A2 or the CETME C (the G3 father), with this kind of muzzle breaker... the "flames" of the shot don't interfere with the shooters sight at low fire rates; the MG3 carryers sure that have other perception... but they don't even have a "true muzzle breaker".
The modern cartridges aside of release less smoke they also emit less flash; this doesn't happen with 80s rounds or even rounds from the 90s that are not that "smokeless".
In game therms, the main problems that i'd seen with the muzzle flames of the game are two; A) the game's HDR. B) the muzzle flash texture is too solid, also... the fact that is made out of half transparent plains placed in a way that create a volumetric ilusion instead be a volumetric artifact that be really volumetric, may be a big part of the problem; im not sure that the game's engine allow to change the current muzzle flashes to true volumetric ones, made out of particles.
The main problem that i'd always found with the weapons anims... was how the units hold each weapon, they don't hold the weapon as looking through the aiming elements (rear sight & aim point), letting aside the optics like Aimpoints, ACOGs or any other; all the anims are weapon ready anims instead aiming anims, unsighted shoulder fire anims. Change this would require a huge amount of work and weapon (and weapon bearer) specific anims.
With the anims... that's just the tip of the F iceberg... and i doubt that this field change very much from the point that we know already, the muzzle flashes thing could have an easyer solution but i still don't belive that it gets fixed. Let's C ya
I think the muzzle flashes and animations for reload are great, if you get spotted when firing in the dark, it adds an extra challenge, and a nightfight would look beautiful ingame, and as for the reload animations, what is wrong with it? its more realistic, as the magazine is now animated to be removed, and ill be damned if you say its too slow, and is it a big deal if you have the same animation reload for whether it is a dry reload or not? in real life, maybe you save two seconds of reloading by not sliding the (i dont know what the thingy is called) and in arma we all reload behind cover right? :P I'd rather let the dev's worry about other, more important features than this generally aesthetically related feature. or leave it to a modder