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FPSC Classic Scripts / Removing reload animation

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JTheMan
18
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Joined: 6th Jul 2006
Location:
Posted: 26th Sep 2006 21:07
Ok, I've read a lot of posts about enemy's reloading before they shoot. I didn't see any new posts for this, so I decided to make a new one.
I really don't have that much knowledge about scripting, so I think that someone already has figured this one out.
Here's how I got rid off that reloading stuff: take shoot.fpi script and make a backup copy of it. Then find these lines : setframe=6, incframe=6, frameatend=6.
I played a little with those values, and when I changed them from 6 to 2, I had enemys who will shoot on sight, and so far, haven't had any reloading animations. Don't know if this is the right way to do it, but it works. At least for me. Hope this helps!
FredP
Retired Moderator
18
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Joined: 27th Feb 2006
Location: Indiana
Posted: 26th Sep 2006 23:37
I believe if you look in the scripts that involve enemies shooting...the script shoot.fpi for instance you will see a command called reloadweapon.
Nothing is more aggravating than coming up to an enemy and when it see you it reloads instead of shooting at you.

Butter fingers
18
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Joined: 20th Mar 2006
Location: Mecca
Posted: 27th Sep 2006 00:44 Edited at: 27th Sep 2006 00:45
This is just a thought, but the enemy activates when he sees the player. One thing I've just put in the new update of sensei, but you can try it here is this.

the condition weapon=0 is true when the weapon has no ammo.

Now if you take out the reload commands altogether, the enemy will never reload,

or more accurately, he'll reload, but he'll do it magically, very fast, and without the reload animation.

Why not try just making him reload his weapon as soon as he sees the player? Or better still try this static script.

Try this as the new static script



Or add the line

:state=0:reloadweapon

as a new line above the first line that starts

:state=0

JTheMan
18
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Joined: 6th Jul 2006
Location:
Posted: 29th Sep 2006 15:36
@ Butter Fingers

Quote: "Now if you take out the reload commands altogether, the enemy will never reload"


Could you post an example, how this reloadweapon removing happens? I mean, since I'm not that good at scripting, and I don't want to mess up my scripts.

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