jstibbsy 54 Posted August 21, 2017 Hey Would there be a way to decrease reload time (even if it means speeding up the animation.) I've searched but haven't found anything. Share this post Link to post Share on other sites
sarogahtyp 1105 Posted August 21, 2017 Hey Would there be a way to decrease reload time (even if it means speeding up the animation.) I've searched but haven't found anything.AI has a skill for it - use setSkillFor players u ve to speed up animation with something like setAnimCoef - just google for it or use wikis all commands page sent from mobile using Tapatalk Share this post Link to post Share on other sites
jstibbsy 54 Posted August 21, 2017 That speeds up all animations like walking. I want only reload. I'll dig around a bit more. Share this post Link to post Share on other sites
sarogahtyp 1105 Posted August 21, 2017 Just track if reload key is pressed and speed up animation for a specific amount of timesent from mobile using Tapatalk Share this post Link to post Share on other sites
jstibbsy 54 Posted August 21, 2017 It doesn't work with reloading I found. It keeps reloading same speed but makes player move faster. 2 Share this post Link to post Share on other sites
pierremgi 4739 Posted August 21, 2017 see this command and the comments. Share this post Link to post Share on other sites
das attorney 857 Posted August 21, 2017 setWeaponReloadTime affects the rechambering, not reload animation (so you can discharge a mag in 0.5 seconds etc, but you will still reload at normal rate). Plus the setAnimSpeedCoef command does not affect the reload animation time, as it is a gesture, not an animation. All it does is make the character walk faster but you still reload at the same rate (as said above) :/ I tried both but neither are good - can't think of any way to change this by script. Config is the way to go here I think, unless anyone knows better. 3 Share this post Link to post Share on other sites
jstibbsy 54 Posted August 22, 2017 Would there be a way to get rid of reload completely and just have the ammo in the player's inventory decreased as it's shot in a mag? (something like infinite ammo in the gun and it takes one bullet everyshot from a mag in the inventory. Then when the player reaches his final mag, remove infinite ammo.) Share this post Link to post Share on other sites
Grumpy Old Man 3540 Posted August 22, 2017 1 hour ago, jstibbsy said: Would there be a way to get rid of reload completely and just have the ammo in the player's inventory decreased as it's shot in a mag? (something like infinite ammo in the gun and it takes one bullet everyshot from a mag in the inventory. Then when the player reaches his final mag, remove infinite ammo.) Of course. Depleting ammo from inventory first, with total ammo being treated as a single magazine: player addEventHandler ["Fired",{ params ["_unit","_weapon","_muzzle","_mode","_ammo","_magazine"]; if (count (magazinesAmmoFull _unit select {_x select 0 isEqualTo _magazine}) > 1) then { _totalMags = magazinesAmmoFull _unit select {_x select 0 isEqualTo _magazine}; _totalAmmo = 0; _totalMags apply {_totalAmmo = _totalAmmo + (_x select 1)}; systemchat format ["Rounds left in all magazines: %1",_totalAmmo]; _magAmmoCount = _totalMags select 0 select 1; _magStorage = _totalMags select 0 select 4; _magAmmo = _magAmmoCount - 1; _unit removeMagazine _magazine; if (_magAmmo > 0) then { _unit addMagazine [_magazine, _magAmmo]; }; _maxMagAmmoCount = getNumber (configfile >> "CfgMagazines" >> _magazine >> "count"); _unit setAmmo [_weapon,_maxMagAmmoCount]; }; }]; Cheers 3 Share this post Link to post Share on other sites
jstibbsy 54 Posted August 22, 2017 Ahh perfect. That'll do wonderfully. 1 Share this post Link to post Share on other sites
Grumpy Old Man 3540 Posted August 22, 2017 2 minutes ago, jstibbsy said: Ahh perfect. That'll do wonderfully. You're welcome. 17 hours ago, das attorney said: setWeaponReloadTime affects the rechambering, not reload animation (so you can discharge a mag in 0.5 seconds etc, but you will still reload at normal rate). BI naming strikes again! Cheers 1 Share this post Link to post Share on other sites