All changes are in red Code: action_fire_secondary: // fire secondary isn't checked for recoil waitthread inc_action_header local.gun = self._jvmf_lastraisedweapon [COLOR="Red"] wait 0.24[/COLOR] if(local.gun && local.gun._jvmf_activate_work_arounds) { local.gun shoot secondary } end action_rechamber: // first run the header include waitthread inc_action_header local.gun = self._jvmf_lastraisedweapon if(local.gun && local.gun._jvmf_activate_work_arounds) { // fake weapons should always exist local.fake = local.gun._jvmf_fakeweap if(local.fake.isfiring) { local.fake anim idle waitframe } if(local.gun) { local.fake.isfiring = 0 local.fake anim rechamber [COLOR="Red"] waitframe local.fake anim idle[/COLOR] } } end action_reload: // first run the header include waitthread inc_action_header local.gun = self._jvmf_lastraisedweapon if(local.gun && local.gun._jvmf_activate_work_arounds) { // fake weapons should always exist local.gun clipsize 0 local.fake = local.gun._jvmf_fakeweap local.fake anim reload [COLOR="Red"] waitframe local.fake anim idle[/COLOR] local.gun clipsize local.gun._jvmf_clipsize // this delay is not exact but that shouldn't matter too much // in fact, the only purpose for this delay is in case a weapon // with a special idle_empty is dropped during reload, // it will show the idle_empty anim if dropped *before* this marker // (i.e. during the wait) // and the normal idle anim if dropped *after* this wait. wait 1.0 // in case we're bookkeeping rounds fired, update the an(n)als if(local.gun && local.gun._jvmf_special_fire_empty) { local.gun._jvmf_ammo_in_clip = local.gun._jvmf_clipsize } } end action_reload_start: // first run the header include waitthread inc_action_header local.gun = self._jvmf_lastraisedweapon if(local.gun && local.gun._jvmf_activate_work_arounds) { local.gun clipsize 0 local.fake = local.gun._jvmf_fakeweap local.fake anim reload [COLOR="Red"] waitframe local.fake anim idle[/COLOR] local.gun clipsize local.gun._jvmf_clipsize } end action_reload_single: // first run the header include waitthread inc_action_header local.gun = self._jvmf_lastraisedweapon if(local.gun && local.gun._jvmf_activate_work_arounds) { // put the weapon in reload_single anim local.fake = local.gun._jvmf_fakeweap local.fake anim reload_single [COLOR="Red"] waitframe local.fake anim idle[/COLOR] // in case we're bookkeeping rounds fired, update the an(n)als if(local.gun && local.gun._jvmf_special_fire_empty) { local.gun._jvmf_ammo_in_clip++ } } end action_reload_end: // first run the header include waitthread inc_action_header local.gun = self._jvmf_lastraisedweapon if(local.gun && local.gun._jvmf_activate_work_arounds) { // put the weapon in reload_single anim local.fake = local.gun._jvmf_fakeweap local.fake anim reload_end [COLOR="Red"] waitframe local.fake anim idle [/COLOR] } end
the part local.gun = self._jvmf_lastraisedweapon wait 0.24 if(local.gun && local.gun._jvmf_activate_work_arounds) { local.gun shoot secondary doesnt seem needed. try it without? always good to cut down a script = less cpu. , the local.gun is just a pointer to the self variable. and then a check, it should of sorted that by then. so, im not sure its needed. }
Yah, all of that is definitely needed. Regarding the waitframe + anim idle constructs, a good addition if it fixes sound bugs but bear in mind that this mildly destroys the original anims by prematurely forcing them to end. Thus the rechamber and reload anims may look slightly different from stock. Good work, anyway.
I kind of figured that was going to be the case but I also thought something might have to get sacrificed to fix all the sound issues. The only thing I have noticed that it changed with the reload anim's was when you reload an mg or smg, you see the clip stay in position. This might be fixable too but I think were close now, very close.
We've been running the version I put together for a week now and there is a noticeable difference. No longer are those amazing smg/mg shots mowing everybody down. We've even had a few people who had the balls to ask if we have modded the smg's :bigrin: And only a few people have even complained about sound issues. Such an awesome tool that should be on all servers!! :beerbang:
Could you post that version aswell, is it much different from Trinity's version? And you're talking about Spearhead right?
Yes for Spearhead. We run the AdminPro mod so I had to edit all 3 of these files to get it to work with that without conflicting. NIL_torso.st global/nagle_sh_torso.st global/mike_torso.st and add the folders models/items and models/weapons and then made the change trinity said about the bash time to the nrc file. The only thing though...is if I pack these up into a separate file theres still a few glitches. Here's my edited AdminPro that works
OK I tested this version Trinity, and it seems almost flawless looking at playability! [The only urgent thing that needs to be fixed is the bash on the Enfield that does no damage now.] EDIT: sorry, it DOES damage, but the bash-hitsound just doesn't seem to be there. I noticed no other sound errors anymore, well done! The only things I saw were some animation bugs while reloading. The mag of the smgs and mgs stays visible while reloading, in contrary to the Bar which doesn't seem to have a mag at all anymore :bigrin: Also, when partially reloading all rifles, smgs and mgs, you see on the bottom right all bullets pop up for a split second as if it was reloaded already, and then disappearing again during the reload, and then appearing again when the reload is done. Very minor bug of course, but all details might be interesting to put you on a trail of an error bug I suppose. (I also noticed how the bullets in the Enfield pop up in two phases on the screen, first 5 and then 10 bullets, while stock only shows the result: 10 bullets after finishing. I guess this is how the fix handles reload? It looks better to me anyway ) Also, the PPSH seems to fire too slowly now (and the M1 too, compared to our settings), isn't there a variable in the .nrc files to change this? [EDIT: hmm, sorry I was being too hasty... the firing times seem to get loaded from the tikis, and the clipsize aswell now?] Ah, and the StG settings seem too accurate to me, but I can't test stock settings now because when I try to run a server on my own pc it says 'The server is 1.30 and you have 1.40' What the... I run the server myself! (not dedicated, using Breakthrough)
The Enfield bash sound seems to be working just fine on spearhead server.Dash i think the clip size is now changed in the nrc files.At this point what i would like to see corrected is the sniper rifles if possible...being able to see gun in scope.Turning off the recoil check in the nrc files in my opinion doesnt really solve the issue.The reason i say this is then the sniper rifles have the default recoil and anyone using the no recoil hack still has 0 recoil which still givs them the advantage.The 1st night we ran this on TWZ server i had a guy ask if we had modded weapons due to the fact he had recoil now! For the next 10 minutes or so he wasted his time trying to convince me that the no recoil hack was not a cheat because many servers allowed it.My suggestion to him was to go play on those servers.He then said well i was going to join twz clan but now i will not.Apparently this guy does not understand some clans do not want or desire to have members that try to run cheats!! To help him get a clue hes now on our ban list. Thanks to everyone who played a part in Anti-no-recoil.I will do my best to report any other bugs i notice.
Well I put it on my server and a no recoil hack in my main folder to check it out. and the ONLY 2 things that happened was 1st ... my game crashed when useing a mg or smg (more re-coil?) untill I removed the no recoil hack....lol. And 2nd a few a-aholes started bitching about whats wrong with the smg's why they wasn't hiting people...lol So needless to say it's staying on my server Good Work!
Does it? I tested it last time by bashing the doors in V2 (noone was available to help me that day), and all weapons had a hit-sound except for the Enfield. The swing-sound is fine, by the way. Hmm? With me the rifle doesn't appear in the scope anymore when self.apply_nrc = 0 in the according nrc file..! EDIT: ah, I was being too hasty again. You want the sniper non-visible WITH recoil applied. According to the developers that is really really difficult, if not impossible (or so I heard)... Just curious, why do you think there is any advantage? Snipers fire only once every 1.5 seconds or so, so what advantage is there if the screen doesn't kick up half a second? You cannot do much else during that time than wait... right? Well that is weird haha... I don't know squat about cheats, but I do know that the hack you're talking about shouldn't make your game crash if the file is not corrupt or anything All I can tell you is that the forcing recoil really does it job! And good to see there are more people testing this now, I already thought that the conversion to Spearhead would bring more interest.
Yes I thought so too... but when I loaded the mod last time on our server, the M1 had like 48 bullets or so. When I put on the Assassination mod containing modded weapons, it suddenly had more bullets (140?) in there. Maybe I was dreaming, I will have to go double check I guess.
Yes thats same way i tested it by bashing doors.Of course like i said this is with spearhead.I can test v2 specifically thou. When ya apply self.apply_nrc = 0 the sniper rifles go back to the default recoil.Someone using a no recoil hack still will have 0 recoil.With default settings i guess this would be ok ,but it limits your ability to turn up the rate of fire.Snipers fire only once every 1.5 seconds ,true but what if you wanna set this to 1.0 or less? the conversion to Spearhead would bring more interest..yes!!!!! I love this fix..i know its not 100% perfect yet but maybe if things are reported more things will be figured out.While i am thinking bout it last night when we were playing omaha if you go to the corners in some areas of the map indoors.The thompson seems to momentarily disappear.I found this when walkin to a corner and putting my nose in it because i had to step away from the game for a couple seconds..at this point i havent asked any other members if they seeing this but i plan to. Until next time keep on fragging!
Ah yeah, that's true... I use Breakthrough to play on a Spearhead server, could make a difference. I'd have to go check it out. Also true, but I kinda assumed that wasn't really interesting because you have the G43 and the Mosin sniper (or what is it called) for that, firing much faster... unwise to turn it off on them yes
Anyone still have sorrid's old version available??. Something in there I would like to use but lost the file.