Obsidian Conflict Bugtracker

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IDProjectCategoryView StatusDate SubmittedLast Update
0000086Obsidian Conflict[All Projects] Bug-Reportpublic27.07.2011 16:4602.08.2011 21:23
ReporterDavidos 
Assigned To 
PrioritynormalSeverityminorReproducibilityalways
StatusnewResolutionopen 
ProjectionnoneETAnone 
PlatformOSOS Version
Product Version0.1.3.5Product Build 
Target VersionFixed in Version 
Summary0000086: [Custom Weapons] "Shotgun weapons" Always have same delay.
DescriptionThe shotgun type custom weapons always have the same ammount of delay when firing, no matter how long their animations, for some reason the spas12/xm1014 doesn't show this problem when the fire rate is tweaked, but all the other weapons (Such as the double barreled shotgun downloadable on forums) will have a 4 to 5 second delay, no matter how high the fire rate is.
Steps To ReproduceDownload and try custom weapon models, specifically those scripted to be shotguns with custom pumping or NO pumping animations (custom_1887 and custom_dbarrel from the zombie pack: http://www.gamefront.com/files/16254449 [^] are good examples.)
Tagsdelay, fire, firerate, rate, shotgun, slow, too long, weapon
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-  Notes
(0000141)
Davidos (reporter)
29.07.2011 12:26

I fixed up a few new shotgun custom weapons, most of them with the default m3 animation, or some sort of cocking animations named equivalently to that of the m3 in CSS, seem to have no delay (apart from the cocking itself)

However, those with a custom cocking name, I 'think', do have a longer delay.

For example, the Spas12 (xm1014) has two animations. A short and a long one. Both also have different times before they refire. They both only refire the second the model goes back to it's idle state from the cocking animation.

The Remi870 model, has a short cocking animation, making it shoot rather quickly.


Some models (Double barrel in zombie pack) don't have a loading animation, and take a decade to refire.

The Winchester(s) in this same pack, one when modified to be a shotgun, have custom animations, but never seem to refire when the weapon returns back to idle, unless another weapon is selected (Edit: It takes about 15 seconds to refire either of them.)


I'm not quite sure how this is possible...
Any clues?
User avatar (0000145)
Maestro Fenix (developer)
30.07.2011 10:22

I can confirm this bug. Doesnt matter if the speed of the firing animation is big (for example, 100 fps) or the time between each shot (0.01 neither work). Is always the same. The only thing that make firing "more faster" is like say Davidos, reduce the "pump" time.

Also, the "fastfire" option in custom scripts doesnt work with shotguns.


Considering that the "autoshotgun" weapon type is broken, looks like that for the moment only we can make "semi-auto" shotguns (the more faster shotgun that i made it takes 0.3 seconds between each shot).
(0000151)
Davidos (reporter)
01.08.2011 22:52

I just made a shotgun that uses smg1 in burst mode with 0 bursttime, it works like absolute bugger, but it's better than having a broken shotgun.
(0000158)
Davidos (reporter)
02.08.2011 21:23

I suppose it's unthinkable to hack into the QC of the models? Haven't had much luck decompiling and recompiling so far...

Any suggestions editing existing models? x.x


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