Zoopaa Posted May 17, 2020 Share Posted May 17, 2020 I have created a nice 50 cal DE mod-let for our private servers. Everything is running great except the auto reload when aiming down sights. It's not a real huge deal, but I find it very annoying that it is not acting like the rest of the weapons. If you run out of ammo in the magazine while ADS, it will not reload, even if you hit "R". As soon as you stop ADS, it will automatically reload. Has anyone experienced the same thing? Here is the XML for the weapon: <item name="gun50Cal"> <property name="Tags" value="weapon,ranged,holdBreathAiming,reloadPenalty,gun,shortRange,pistol,barrelAttachments,sideAttachments,smallTopAttachments,magazine,firingMode,selfLoading,attAgility,perkGunslinger,9mmGun"/> <property name="DisplayType" value="rangedGun"/> <property name="HoldType" value="1"/> <property name="Meshfile" value="#@modfolder:Resources/fiftycal?Assets/Desert-eagle-P.prefab"/> <property name="Material" value="MHandGunParts"/> <property name="Weight" value="6"/> <property name="RepairTools" value="resourceRepairKit"/> <property name="DegradationBreaksAfter" value="false"/> <property name="SoundJammed" value="weapon_jam"/> <property name="CrosshairOnAim" value="true"/> <!-- aimTest --> <property name="CrosshairUpAfterShot" value="true"/> <!-- aimTest --> <property name="Sound_Sight_In" value="pistol_sight_in"/> <property name="Sound_Sight_Out" value="pistol_sight_out"/> <property name="Group" value="Ammo/Weapons"/> <property name="RepairExpMultiplier" value="13.8"/> <property name="LightValue" value=".45"/> <property name="EconomicValue" value="2000"/> <property name="UnlockedBy" value="gun50CalSchematic"/> <property name="ShowQuality" value="true"/> <property class="Action0"> <property name="Class" value="Ranged"/> <property name="Magazine_items" value="ammo50CalBulletBall,ammo50CalBulletHP,ammo50CalBulletAP"/> <property name="Sound_start" value="44magnum_fire"/> <property name="Sound_loop" value="44magnum_fire"/> <property name="Sound_end" value=""/> <property name="Sound_empty" value="dryfire"/> <property name="Sound_reload" value="pistol_reload"/> <property name="AutoReload" value="true"/> <property name="Particles_muzzle_fire" value="gunfire_pistol"/> <property name="Particles_muzzle_fire_fpv" value="gunfire_pistol_fpv"/> <property name="Particles_muzzle_smoke_fpv" value="gunfire_smoke_fpv"/> <requirement name="CVarCompare" cvar="_underwater" operation="LT" value=".98"/> </property> <property class="Action1"> <property name="Class" value="Zoom"/> <property name="Zoom_max_out" value="55"/> <property name="Zoom_max_in" value="55"/> <property name="ScopeCameraOffset" value="0,.0008,0"/> </property> <effect_group name="gun50Cal"> <passive_effect name="MaxRange" operation="base_set" value="80"/> <passive_effect name="DamageFalloffRange" operation="base_set" value="40"/> <passive_effect name="DamageFalloffRange" operation="perc_add" value="-.2,.2"/> <!-- random effective rng --> <!--<passive_effect name="EntityDamage" operation="perc_add" value="0"/> <passive_effect name="BlockDamage" operation="perc_add" value="0"/>--> <passive_effect name="DamageModifier" operation="perc_add" value="-.8" tags="earth"/> <passive_effect name="DamageModifier" operation="perc_add" value="2" tags="wood"/> <passive_effect name="RoundsPerMinute" operation="base_set" value="120"/> <passive_effect name="MagazineSize" operation="base_set" value="9"/> <passive_effect name="ReloadSpeedMultiplier" operation="base_set" value="1"/> <!-- 4s --> <passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/> <passive_effect name="ModPowerBonus" operation="perc_add" value=".20" tags="EntityDamage,BlockDamage"/> <passive_effect name="ModPowerBonus" operation="base_add" value="400" tags="EconomicValue"/> <passive_effect name="EntityDamage" operation="perc_add" value="-.15,.15"/> <!-- random EntityDmg --> <passive_effect name="EntityDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus --> <passive_effect name="BlockDamage" operation="perc_add" value="-.15,.15"/> <!-- random BlockDmg --> <passive_effect name="BlockDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus --> <passive_effect name="DegradationMax" operation="perc_add" value="-.2,.2" tags="perkGunslinger"/> <!-- random DegMax --> <passive_effect name="RoundsPerMinute" operation="perc_add" value="-.05,.05"/> <!-- random APM --> <passive_effect name="MagazineSize" operation="perc_add" value="-.122,.122"/> <!-- random MagazineSize --> <passive_effect name="WeaponHandling" operation="perc_add" value="-.08,.08"/> <!-- random WeaponHandling --> <passive_effect name="SpreadDegreesVertical" operation="base_set" value="1.3"/> <passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="1.3"/> <passive_effect name="SpreadMultiplierAiming" operation="base_set" value=".35"/> <passive_effect name="SpreadMultiplierCrouching" operation="base_set" value=".8"/> <passive_effect name="SpreadMultiplierWalking" operation="base_set" value="1.5"/> <passive_effect name="SpreadMultiplierRunning" operation="base_set" value="2.2"/> <passive_effect name="KickDegreesVerticalMin" operation="base_set" value="8"/> <passive_effect name="KickDegreesVerticalMax" operation="base_set" value="8"/> <passive_effect name="KickDegreesHorizontalMin" operation="base_set" value="-.1"/> <passive_effect name="KickDegreesHorizontalMax" operation="base_set" value=".15"/> <passive_effect name="IncrementalSpreadMultiplier" operation="base_set" value="3.2"/> <passive_effect name="WeaponHandling" operation="base_set" value=".6"/> <passive_effect name="DegradationMax" operation="base_set" value="150,300" tier="1,6" tags="perkGunslinger"/> <passive_effect name="DegradationPerUse" operation="base_set" value="1" tags="perkGunslinger"/> <triggered_effect trigger="onSelfPrimaryActionStart" action="AnimatorSetBool" target="self" property="shoot" value="true" /> <triggered_effect trigger="onSelfPrimaryActionEnd" action="AnimatorSetBool" target="self" property="shoot" value="false" /> <triggered_effect trigger="onReloadStart" action="AnimatorSetBool" target="self" property="reload" value="true"/> <triggered_effect trigger="onReloadStop" action="AnimatorSetBool" target="self" property="reload" value="false"/> </effect_group> </item> Link to comment Share on other sites More sharing options...
sierrasix Posted June 12, 2020 Share Posted June 12, 2020 Have you found a fix for this? Link to comment Share on other sites More sharing options...
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