In:
rulmg_rpk74mscopedeployed.tweak
rulmg_rpk74mdeployed.tweak
insrg_rpk74deployed.tweak
there is ObjectTemplate.ammo.reloadTime 5.7, but in the animationsystem1p.inc appropriate to this animationManager.length 6.4 - it causes double reloading bug.
insrg_rpkdeployed.tweak and vnlmg_rpkdeployed.con both have 6.4 s
Possible deployed RPK bug
- Mats391
- PR:BF2 Lead Developer
- Posts: 7643
- Joined: 2010-08-06 18:06
Re: Possible deployed RPK bug
Not sure what double reload bug you refer to. Difference in animation length and actual reload time will only make them not synched. In this case you actually are done reloading 0.7s before animation finishes. It could also bee that in the last 0.7s of the reload animation nothing happens, i will check it.
Thanks for report.
Thanks for report.

Mineral: TIL that Wire-guided missiles actually use wire
-
MaxP
- Posts: 117
- Joined: 2008-09-08 19:18
Re: Possible deployed RPK bug
Thanks. I'm using some PR weapons in AIX, without changes in animation files.[R-DEV]Mats391 wrote:Not sure what double reload bug you refer to. Difference in animation length and actual reload time will only make them not synched. In this case you actually are done reloading 0.7s before animation finishes. It could also bee that in the last 0.7s of the reload animation nothing happens, i will check it.
Thanks for report.
The "double reloading bug" is infrequent, but noticeable, happens in the main when the player changing pose or moving during\before\after reloading.
Last time I've seen this, it was insrg_rpk74deployed, and I've decided that it is what I looking for...
Maybe I'm wrong
Last edited by MaxP on 2016-07-05 21:37, edited 2 times in total.
