Reloading animations for guns.

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AnimalMother.
Posts: 2476
Joined: 2007-02-25 15:38

Re: Reloading animations for guns.

Post by AnimalMother. »

except its common practice to put the magazine in a dump pouch???

it's not realistic to jsut drop them around willy nilly, for many many reasons
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dtacs
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Re: Reloading animations for guns.

Post by dtacs »

In real life, soldiers put their magazines back in their ammo pouches/webbing once it is expended.

STANAG magazines can be replaced, but any military/Insurgent group will conserve them for obvious reasons.

I would like you to find a source that modern militaries throw away their magazines once their soldiers have expended the rounds from them.
boilerrat
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Re: Reloading animations for guns.

Post by boilerrat »

Like Animal.Mother said, the soldiers conserve their mags because they are reusable... and a waste of money to do that.

Besides that, those mags could be used for an IED or booby trap.
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AnimalMother.
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Re: Reloading animations for guns.

Post by AnimalMother. »

Dv83r wrote:True, but the reason why I suggested this is when you reload with a half empty clip/magazine you still lose it so that could signify in the reload animation dropping the clip/magazine.
that is a case of the BF2 engine limitations until mosquill proves it otherwise afaik

the matter of fact is no conventional army depicted in PR would practice constant magazine wastage.
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Rhino
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Re: Reloading animations for guns.

Post by Rhino »

Animal.Mother wrote:that is a case of the BF2 engine limitations until mosquill proves it otherwise afaik

the matter of fact is no conventional army depicted in PR would practice constant magazine wastage.
Indeed.


It "might" be possible to do this, it depends if you can trigger an effect via a animation which I aint sure of but with it being unrealistic its not going to happen, other than maybe for insurgents but we have bigger things to work on :p
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ReadMenace
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Re: Reloading animations for guns.

Post by ReadMenace »

I believe -- at least with the AT4, it requires the user to continue to hold down the fire button after the round has been discharged for it to spawn the dummy tube for the player to drop.
If this is indeed how the "drop" animation works, I doubt it will function with rifles.

-REad
Rhino
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Re: Reloading animations for guns.

Post by Rhino »

[R-CON]ReadMenace wrote:I believe -- at least with the AT4, it requires the user to continue to hold down the fire button after the round has been discharged for it to spawn the dummy tube for the player to drop.
If this is indeed how the "drop" animation works, I doubt it will function with rifles.

-REad
Ah yes the AT dose have a triggered effect when reloading it, so it would be possible to do this, but again, isn't very realistic :p

The only reason why a "1 shot AT weapon" has that bug is because its one shot and BF2 dosen't like 1 shot weapons very much since once the round is used up it switches strait to anouther weapon before it can play the dropping animation or anything like that :p
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ReadMenace
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Re: Reloading animations for guns.

Post by ReadMenace »

[R-DEV]Rhino wrote:Ah yes the AT dose have a triggered effect when reloading it, so it would be possible to do this, but again, isn't very realistic :p

The only reason why a "1 shot AT weapon" has that bug is because its one shot and BF2 dosen't like 1 shot weapons very much since once the round is used up it switches strait to anouther weapon before it can play the dropping animation or anything like that :p
I was just pointing out that that function is not tied to the reload action, correct?

-REad
Mosquill
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Re: Reloading animations for guns.

Post by Mosquill »

FYI, the code that adds an effect to an animation is animationBundle.addEvent and animationBundle.setEventStartTime. So it can be done, but like Rhino said, it's unrealistic and it's not going to happen.
Pvt.SmittY15
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Re: Reloading animations for guns.

Post by Pvt.SmittY15 »

I think there fine.
BloodBane611
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Re: Reloading animations for guns.

Post by BloodBane611 »

Dv83r wrote:So now that's its been confirmed it can be done. Could this code be put onto the SKS like when you throw away the green loader?
You want to spend people's hardware time rendering small green stripper clips they will never notice? It's a waste
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HAAN4
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Re: Reloading animations for guns.

Post by HAAN4 »

dtacs wrote:In real life, soldiers put their magazines back in their ammo pouches/webbing once it is expended.

STANAG magazines can be replaced, but any military/Insurgent group will conserve them for obvious reasons.

I would like you to find a source that modern militaries throw away their magazines once their soldiers have expended the rounds from them.
that depends the stress of the situation, but trowing the out ammo maganize trough the car whicht all stress you have don't cost much,

i prefer the soldiers do be more quickly and loking like someone that what action, instead of someone that really do it's job in all norms rules and shiet. i mean no one will place the bayonet like the form the american soldiers place, i mean where is the blood desire? after all you going to take you anemy in melle, what is more bloody BAD *** that this?

the same aply when you got you magazine out, you just trow it, and get more TONS of more bullets to trow in the enemy, whatever. the sugestion is hardcoded anyway.
Hitperson
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Re: Reloading animations for guns.

Post by Hitperson »

erm have you read the thread??

real soldiers keep hold of their mags, they don't throw them away out of stress or get some mysterious blood lust, they act professionally.
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AnimalMother.
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Re: Reloading animations for guns.

Post by AnimalMother. »

Hitperson wrote:real soldiers keep hold of their mags, they don't throw them away out of stress or get some mysterious blood lust, they act professionally.
one hopes


anyway i hope i hear the keys jingle-ing down the hallway
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Bringerof_D
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Re: Reloading animations for guns.

Post by Bringerof_D »

the problem isnt whether it's possible or not, its that this is what another object that has to be rendered for people. thats not going to go well.
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Mosquill
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Re: Reloading animations for guns.

Post by Mosquill »

Bringerof_D wrote:the problem isnt whether it's possible or not, its that this is what another object that has to be rendered for people. thats not going to go well.
Have you ever noticed any of those shell ejection effects in PR? I guess not.
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