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FPSC Classic Product Chat / JSCS Breecher? (shotgun reload bug)

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eXone 42zero
17
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Joined: 31st Oct 2006
Location: 7!9
Posted: 6th Nov 2008 02:58
ok last one for tonight i swear

so i have model pack 10
and the shotgun that comes with it is a jscs breecher
(i think it looks more like a benelli M4, but whatever)

well, i was tinking around with it when i noticed that it reloads kinda funky-like

here's the details:

when you burn all four shells, it reloads perfectly, loading four shells into the magazine underneath the barrel, and resetting the action on... wait... the, right side of the gun?
hmm.... well we can get past that i think
at least we've got a shotgun

HOWSOEVER

burn one shell, reload, and hey!
it still loads FOUR shells into the magazine!

"what the F david blaine?"

so

can anyone help me with this? is there a way to fix it?
cause loading four shells into the mag is a hella time consuming when there's hundreds of zombies breathing down your neck

or should i just make my own shotgun?

idears?
thanks
[eX]

"There's more to life than being really, really, ridiculously good looking." - Derek Zoolander
Bendak11
16
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Joined: 2nd Aug 2008
Location: The bush in your front yard.
Posted: 6th Nov 2008 03:00
Eh... Well, EAI animated it to always load four shells but... I think that you can interrupt the animation by firing...

I would simply recommend not reloading until your out of ammo.
meteorite
17
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Joined: 19th Nov 2006
Location: The Capital Wasteland
Posted: 6th Nov 2008 03:01
The thing is, thats how it was animated, if you want you could re animate it, re do the sound and set it up to go with the shotgun reload introduced from Airmod into version 1.13 of stock fpsc (or a mod if it incorporates airmod)

I love Jenkins forever :p
There is nothing to fear except fear itself... and FPSC bugs.
Airslide
19
Years of Service
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Joined: 18th Oct 2004
Location: California
Posted: 6th Nov 2008 03:13
There are new versions of the MP9/10 shotguns available here:
http://airmod.googlepages.com/airmodcontent2

Most of the updates require AirMod or an AirMod enabled modification to really witness any changes. The proper shotgun reload, however, should work as of 113 with the addition of my shotgun reloading code.

eXone 42zero
17
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Joined: 31st Oct 2006
Location: 7!9
Posted: 6th Nov 2008 03:36
Quote: "I would simply recommend not reloading until your out of ammo."


well yes, but in professional programming, you plan for the worst
and the worst in this context is that the user reloads BEFORE he/she is empty

and thanks airslide i'll check that out and get back to you

"There's more to life than being really, really, ridiculously good looking." - Derek Zoolander
Errant AI
18
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Joined: 24th Aug 2006
Location:
Posted: 6th Nov 2008 05:06
Quote: "i think it looks more like a benelli M4, but whatever"


JSCS = Joint Service Combat Shotgun = Benelli M4

Quote: "on... wait... the, right side of the gun?"


As opposed to.... ?

But yes, get the update from the AirMod page if using either a FPSC mod or the latest v1.13 official. You may need to tweak some things in gunspec but it should work with the new reload handling system. At the time the pack was released there was no segmented reload and it was either animate loading four shells or just one. If you're using a mod, you will also be able to have an extra round for four in the tube and one in the pipe.
Airslide
19
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Joined: 18th Oct 2004
Location: California
Posted: 6th Nov 2008 05:27
Quote: "As opposed to.... ?"


He's probably a CS player who doesn't realize all the weapons are mirrored

eXone 42zero
17
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Joined: 31st Oct 2006
Location: 7!9
Posted: 6th Nov 2008 05:45
Quote: "JSCS = Joint Service Combat Shotgun = Benelli M4"


there are some minor technical differences between the two, but essentially yes

Quote: "As opposed to.... ?"


i guess what i meant was:

why does the player take his LEFT hand and reach ALL THE WAY to the RIGHT side of the weapon to reset the action?

total waste of time, especially when you've got hundreds of zombies breathing down your neck

laziness on the part of the animation crew
see, it's a lot easier when the right hand stays attached to the weapon and doesn't have to move at all
but not as ascetically pleasing unfortunately

Quote: "He's probably a CS player who doesn't realize all the weapons are mirrored "


no i hate counter-strike wit a passion
props to the source engine though

and now that i think of it that makes sense for the action to be on the right side for a right-handed weapon and visa-versa

the reason is so that the ejected brass doesn't hit you in the face

which is really painful by the way, i wouldn't recommend it

"There's more to life than being really, really, ridiculously good looking." - Derek Zoolander
Errant AI
18
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Joined: 24th Aug 2006
Location:
Posted: 6th Nov 2008 05:58
Quote: "laziness on the part of the animation crew"


I wish I had an animation crew.... or any crew at all lol

You're going to hate this then because use of any current mod = loss of headshot ability.
4125
16
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Joined: 3rd Feb 2008
Location: Bronx, New York
Posted: 6th Nov 2008 06:06
this may be off-topic but Errant AI: Are you by any chance going to make a Western Gun pack with old Western shotguns and Swan-offs? Just wondering is all...

Come Back When You Could put up a fight!!
Errant AI
18
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Joined: 24th Aug 2006
Location:
Posted: 6th Nov 2008 06:19
4125, probably. Someday. I have a Colt SAA right now with a realistic reload using the "shotgun" system but also has a spaghetti western reload too because the realistic one can take a bit of time if you need all six rounds. It has dual anims as well. Feel free to email or post in my thread if you have requests for western theme weapons. A coach gun and Winchester 1887 would be likely shotgun candidates. Any such collection would likely have some civil-war cross-over too.
Airslide
19
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Joined: 18th Oct 2004
Location: California
Posted: 6th Nov 2008 15:34
Quote: "You're going to hate this then because use of any current mod = loss of headshot ability."


For now, for now....

eXone 42zero
17
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Joined: 31st Oct 2006
Location: 7!9
Posted: 6th Nov 2008 16:13
Quote: "loss of headshot ability"


well, this is something i'll have to get over
like bungie though, i will probably end up shaping the storyline around small things that the game's engine did not or coud not do

for example: the enemies in my game wear body armour that is especially strong in the head are, thus making them near impervious to headshots
and the zombies, well...
who wants a zombie that will drop dead in one shot?
that would be boring

"There's more to life than being really, really, ridiculously good looking." - Derek Zoolander

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