We get so many of them, and they're really underpowered by vanilla standards. On top of that, they're kinda slow to chuck, one by one.
I didn't see anything in the grenade settings that indicated a type of "RPM", since it would be variable. Is there any way to speed up the animations or something?
You thinking of CoD4 grenade speed??
If so then it's half possible.
I'm not sure which line in the .ltx but since grenades are classified as weapons and not ammo there has to be some sort of setting to chuck them faster. But you would still take a long time to take them out and get ready to use them. And also NPC's would be affected too so they would throw grenades much faster then you could shoot them.
I'll look for that line and see what I find,
I'm not sure which is faster, throwing the bolt, or throwing grenades.
If the bolt is faster, try swapping the animation lines at the bottom of the grenade file:
anm_hide = f1_holster anm_show = f1_draw anm_idle = f1_idle anm_bore = f1_idle_bore anm_idle_moving = f1_idle_moving anm_idle_sprint = f1_idle_sprint
anm_throw_begin = f1_throw_begin anm_throw_idle = f1_throw_idle anm_throw = f1_throwto this: anm_hide = f1_holster anm_show = f1_draw anm_idle = f1_idle anm_bore = f1_idle_bore anm_idle_moving = f1_idle_moving anm_idle_sprint = f1_idle_sprint
anm_throw_begin = dev_bolt_shoot_start anm_throw_idle = dev_bolt_shoot_idle anm_throw = dev_bolt_shoot_end
And make a backup first. It isn't tested.
so you want to turn stalker into COD4?
sasha;4600799so you want to turn stalker into COD4?
Why not? although the icon that's supposed to show you where the grenade is in this game, is totaly retarded... I can't make sense of it.
Jarvis;4600740I'm not sure which is faster, throwing the bolt, or throwing grenades.
If the bolt is faster, try swapping the animation lines at the bottom of the grenade file:
anm_hide = f1_holster anm_show = f1_draw anm_idle = f1_idle anm_bore = f1_idle_bore anm_idle_moving = f1_idle_moving anm_idle_sprint = f1_idle_sprint
anm_throw_begin = f1_throw_begin anm_throw_idle = f1_throw_idle anm_throw = f1_throwto this: anm_hide = f1_holster anm_show = f1_draw anm_idle = f1_idle anm_bore = f1_idle_bore anm_idle_moving = f1_idle_moving anm_idle_sprint = f1_idle_sprint
anm_throw_begin = dev_bolt_shoot_start anm_throw_idle = dev_bolt_shoot_idle anm_throw = dev_bolt_shoot_endAnd make a backup first. It isn't tested.
I dont think its possible to refer to animations of other weapons, it would be like refering the ak reload animation to use animation for a handgun, i dont think it would work.
The speed would entierly depend on the speed the animation was made at. Maybe changing anm_throw_begin = f1_throw_begin anm_throw_idle = f1_throw_idle anm_throw = f1_throw to f1_idle, that way the animation would reset immidiatly and you can throw another one.
Gave it a try, but you hear the pin being pulled and nothing happens beyond that. Does nothing until you switch to another grenade, then its the same thing. A sound theory, but it just doesn't throw.
Ahh well, I guess I'll just mostly ignore grenades for now, except F1s. GSC just really needs to tone down the number of grenades you come across significantly. Not every enemy should be able to throw a grenade, thats just common sense.
Being the packrat I am, I'm over 50 RGD-5s, and I cant spend them quick enough...
The situation of giving a pistol the ak reloading animation is kinda possible.
In third person view every single gun has the same reload animation.
A pkm gets a clip taken out, put in, and then pull the release even though there is no release.
Soul_purifier;4601107The situation of giving a pistol the ak reloading animation is kinda possible.
In third person view every single gun has the same reload animation.
A pkm gets a clip taken out, put in, and then pull the release even though there is no release.
Im not quite sure what you're saying here. We're talking about first person view and the fact that ak_reload and pkm_reload would refer to 2 different models. The models themselves are made so that its a timeline i believe. So the file would look something like this with different tags throughout the model.
0ak_idle 1ak_fire 2ak_reload 3ak_holster
So when you need to play the animation for say reload you would reference it to go to the second marker. It would "play" until the 3rd and return back to 0 which is ak_idle(i included numbers instead of simply names to make it a little less confusing).
So i think if you change the name to another weapon its just nothing would happen or better yet imo should have crashed. I dont think the markers like f1_throw are "instructions" on how the model behaves its a reference to a timeline to play a specific animation.
The reason i think he gets a click is because the animation maybe hardcoded to get to the end and then "spawn" a grenade to throw. Even in third person the visual models of the guns would vary and so would the "markers". I maybe wrong but i think thats how it works which is why i dont think its possible. In your logic if there was a same reload animation there would be the same attack animation in 3rd person too but you cant reference a knife swing to an ak fire.
Servalion;4600988Being the packrat I am, I'm over 50 RGD-5s, and I cant spend them quick enough...
I noticed I had 70 of each... sold my rgd5's and bought more F1's... now I gotta use em.
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