Laggy? in the video or between start fire and when the bullets are instanced or delay in recoil? Start fire is twice as long as it should be. Sorry, I'm tired and rambling so I'll ramble some more lol.
The way that's set up is so that both hammers drop in start fire no more than two frames apart and then they both recoil in end fire. I can see now that I really should have starting the right-hand gun's slide animation durring start fire but that's all part of animation revision anyways so I'm not to concerned.
Here's the critical gunspec info for what's in the vid:
;HUD animation frames list
keyframe ratio = 1
select = 0,9
Idle = 10,34
Move = 35,59
Start fire = 60,64
end fire = 65,75
reload = 76,123
putaway = 124,133
;HUD sound frames list
soundframes = 4
sframe0 = 61,1
sframe1 = 82,2
sframe2 = 112,4
sframe3 = 65,1
So, you can see that I'm using 4 frames for start fire. Two frames apart might as well be simultaneous. And they both fire using itteration with one click. There's no automatic fire so what you see there is the fastest sustained fire rate using that system. I'm calling the gunshot sound at 61 and 65. so it's just "bam!bam!" in stead of what I'm sure we'd all like to see which would be "bam! (pause) bam!"
I just don't see a way using fire, start fire/end fire or automatic fire to have an alternating sensation without considerable lag between clicking the button and when the bullets come out or vice versa. With a fast ROF like your glocks, it's really not noticable if the bullets are delayed or not. I should really be doing this with models that convey less percieved reciol I suppose.
I can't shake the feeling that it's just a waste of time for anything other than uber rapid-fire.
edit: cool! I'll drop ya a line