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Pistol Slide Animation


mechine

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Okay so I got FullAutoPistols working good enough to put it out for everybody.

 

http://fallout3nexus.com/downloads/file.php?id=7096

 

 

The fire rates are different, but in the case of the glock18c

it would be 1600 per minute or less I think, anyway

doing the math on the real world version I came up

with 22 per second which is all we need to know

 

The Animation on the gun slide is kind of over exaggerated

so that we can see it better, which works great for Semi Auto.

Full auto though you don't see the slide move at all.

Does it ruin it, Idk, at least it doesn't stay open the whole time

I'd rather have it closed than that, it's much less of a bug.

 

Do you think it would be possilbe to either shorten the slide animation

Or speed it up way faster?

 

Could you do it with Nifscope?

 

Just wondering :D

 

 

Thanks

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1st

1600/60 is not equal to 22 but rather 26.somin...

 

2nd

1600 rpm is too high, realisticly the 18c shoots at 1000-1300 (which is still way higer than a standard AR like the M4)

 

3rd

mind that none of the vanilla guns uses real world ROFs, for gameplay reasons they are all slower than irl

(debateable)

 

4th (questions)

nope

nope

nope

the animations are all stored inside the kfs not the nifs (you can actually delete all the transfrom controller from a nif and the ani will still play)

and you basicly cant create new kfs for the weapons without replacing old ones

send a hateletter to beth telling them that hardcoding sucks and try again with their next game ;)

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LOL I think I looked it up on the net an it was 1600 an set it to 26 but the sound didn't work

 

Idk I made 30 or so an kept deleting it, Somehow 22 stuck

 

but yeah Wiki said 1100-1200 aprox, but then the 93R was 1100

 

which really puts a dent in the whole glock being better, as far as the fallout world.

 

 

 

You think that's bad

 

 

LOLZ

 

 

1st I named the Beretta 93R 92R, but the files are named Bereta

The whole read me is full of 92R an the other names

I did get the ingame name right :D

 

2nd The vanilla's Shell case mesh isn't positioned aligned with the gun so it sticks out sideways from the

Slide ingame full auto first person or vanity mode, so it looks like the first shell from the node is static

sticking out of the slide of the gun :/

 

3rd Calibrs 10mm shell case does this too, an the UV on the shell is way off so you get half the cap end on both ends of the spent shell case

 

4th I released a fix for this that didn't fix anything just made it worse in 3rd person on the 93R LOZ

 

5th I uploaded 3 of the same pictures for the mod LOLZ

 

 

 

 

 

It's comming together though, little by little

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Well the custom guns out there had to be made somehow

 

 

So does that mean that the guns were created without animations

 

or created by opening a existing weapon .nif to edit an create a new form

 

with a new form an texture, but with the same old animations?

 

 

I just sort of thought of it, but maybe some of the animations are different

 

or have different slide animation lengths.

 

 

 

Maybe open them up an look, find the best one an then build your new weapon there?

 

 

tanks,

 

MechineTheSuperNoob

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thats how it is... they all use vanilla animations...

you can of course exchange the model and position of the slide but the animation will still be the same,

 

you could tho try to attach a script to the weapon which plays an idle animation each time you fire a shot... nevertheless thus sucks badly and brings a fair share of problems with it

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