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Magazine Based Reloading idea


shayferal

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I'm sure there are alot of people out there who have talked about a magazine based reloading system, but I have an idea on how to implement it.

 

Whats needed is a script that'll tell the game to consume a magazine item to load the weapon with a specific amount of ammo in the consumed magazine, and to eject a magazine either empty or partially used depending on when the player chooses to reload.

 

With the right scripting it could still be made so that magazines can still be an ammo item, instead of a misc item, for easier inventory management.

 

Other than script manipulation, the mod would probably be very tedious in the fact that numerous new items would have to be created. For example, just for a .50 Desert Eagle, a 7 round magazine weapon would require 8 new items just for a single ammo type, not including extended magazines.

 

Desert Eagle .50AE Magazine (empty) - this should be a misc item

Desert Eagle .50AE Magazine (1)

Desert Eagle .50AE Magazine (2)

Desert Eagle .50AE Magazine (3)

Desert Eagle .50AE Magazine (4)

Desert Eagle .50AE Magazine (5)

Desert Eagle .50AE Magazine (6)

Desert Eagle .50AE Magazine (7)

 

I think there should be two form lists "Desert Eagle Full" and "Desert Eagle Partial" for example, the gun by default would use the "Desert Eagle Full" form list by default to reload full magazines, and use a script in which a player could then press a key that would tell the game to pull from the "Desert Eagle Partial" list randomly from the player's available inventory.

 

And with similar features like in WarMachineDD7's realistic reloading mod, the player could select whether to drop or keep partially spent magazines at the cost of reloading speed if the player choose to keep spent or partially spent mags.

 

To remove ammo from magazines either the player could be prompted to empty the magazines when dropping them from the pipboy, or another key for an unloading menu, or at the unloading bench; which would then require the creation of recipes.

 

 

 

 

 

 

 

The biggest issue I see with this kind of mod is that there are so many modded weapons, it would be plausible to do for vanilla weapons already in game, but would be difficult if not impossible to do for all the modded weapons out there. I think a good option for this would be to create a walkthrough on how to implement the mod for individual weapons, and name all the scripts/items in such a way that they're easily found in the GECK.

 

But it would still be rather discouraging for users who've chosen to use twelve different types of high capacity LMG's. lol

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I'm sure there are a lot of people out there who have talked about a magazine based reloading system, but I have an idea on how to implement it.

 

Whats needed is a script that'll tell the game to consume a magazine item to load the weapon with a specific amount of ammo in the consumed magazine, and to eject a magazine either empty or partially used depending on when the player chooses to reload.

 

With the right scripting it could still be made so that magazines can still be an ammo item, instead of a misc item, for easier inventory management.

 

Other than script manipulation, the mod would probably be very tedious in the fact that numerous new items would have to be created. For example, just for a .50 Desert Eagle, a 7 round magazine weapon would require 8 new items just for a single ammo type, not including extended magazines.

 

Desert Eagle .50AE Magazine (empty) - this should be a misc item

Desert Eagle .50AE Magazine (1)

Desert Eagle .50AE Magazine (2)

Desert Eagle .50AE Magazine (3)

Desert Eagle .50AE Magazine (4)

Desert Eagle .50AE Magazine (5)

Desert Eagle .50AE Magazine (6)

Desert Eagle .50AE Magazine (7)

 

I think there should be two form lists "Desert Eagle Full" and "Desert Eagle Partial" for example, the gun by default would use the "Desert Eagle Full" form list by default to reload full magazines, and use a script in which a player could then press a key that would tell the game to pull from the "Desert Eagle Partial" list randomly from the player's available inventory.

 

And with similar features like in WarMachineDD7's realistic reloading mod, the player could select whether to drop or keep partially spent magazines at the cost of reloading speed if the player choose to keep spent or partially spent mags.

 

To remove ammo from magazines either the player could be prompted to empty the magazines when dropping them from the pipboy, or another key for an unloading menu, or at the unloading bench; which would then require the creation of recipes.

 

 

 

 

 

 

 

The biggest issue I see with this kind of mod is that there are so many modded weapons, it would be plausible to do for vanilla weapons already in game, but would be difficult if not impossible to do for all the modded weapons out there. I think a good option for this would be to create a walkthrough on how to implement the mod for individual weapons, and name all the scripts/items in such a way that they're easily found in the GECK.

 

But it would still be rather discouraging for users who've chosen to use twelve different types of high capacity LMG's. lol

I like the idea (if it works!) good thinking! As for the issue with doing it for modded weapons. People could try developing add-ons or extras for the main magazine reload mod. The add-ons would be for the most used weapon mods (I.E. One for CFWNV, WNW, etc.) This way you could support *some* of the most often used weapon mods. In combination of that, you could also release a tutorial to implement to mod for individual weapons (preferably in a way people new to scripting and working with the GECK could understand it.)

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If it's the closest thing we can possibly get, then yes; but if we can do better, then no.

 

It's good, but unstable; it took me a little bit to figure out the things I was doing that would cause it to crash consistently, and it still crashes from time to time. Personally, I'd just like the added immersion. If I could script I'd do it myself, but I'm not all that interested in trying to learn; so it'll probably be just another wasted idea unless someone with scripting skill comes along and happens to like what I've proposed.

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I'm sure there are a lot of people out there who have talked about a magazine based reloading system, but I have an idea on how to implement it.

 

Whats needed is a script that'll tell the game to consume a magazine item to load the weapon with a specific amount of ammo in the consumed magazine, and to eject a magazine either empty or partially used depending on when the player chooses to reload.

 

With the right scripting it could still be made so that magazines can still be an ammo item, instead of a misc item, for easier inventory management.

 

Other than script manipulation, the mod would probably be very tedious in the fact that numerous new items would have to be created. For example, just for a .50 Desert Eagle, a 7 round magazine weapon would require 8 new items just for a single ammo type, not including extended magazines.

 

Desert Eagle .50AE Magazine (empty) - this should be a misc item

Desert Eagle .50AE Magazine (1)

Desert Eagle .50AE Magazine (2)

Desert Eagle .50AE Magazine (3)

Desert Eagle .50AE Magazine (4)

Desert Eagle .50AE Magazine (5)

Desert Eagle .50AE Magazine (6)

Desert Eagle .50AE Magazine (7)

 

I think there should be two form lists "Desert Eagle Full" and "Desert Eagle Partial" for example, the gun by default would use the "Desert Eagle Full" form list by default to reload full magazines, and use a script in which a player could then press a key that would tell the game to pull from the "Desert Eagle Partial" list randomly from the player's available inventory.

 

And with similar features like in WarMachineDD7's realistic reloading mod, the player could select whether to drop or keep partially spent magazines at the cost of reloading speed if the player choose to keep spent or partially spent mags.

 

To remove ammo from magazines either the player could be prompted to empty the magazines when dropping them from the pipboy, or another key for an unloading menu, or at the unloading bench; which would then require the creation of recipes.

 

 

 

 

 

 

 

The biggest issue I see with this kind of mod is that there are so many modded weapons, it would be plausible to do for vanilla weapons already in game, but would be difficult if not impossible to do for all the modded weapons out there. I think a good option for this would be to create a walkthrough on how to implement the mod for individual weapons, and name all the scripts/items in such a way that they're easily found in the GECK.

 

But it would still be rather discouraging for users who've chosen to use twelve different types of high capacity LMG's. lol

It would offer the ability to use extended magazines more realistically, because they're not a "mod" in the same way as an extended barrel or custom trigger mechanism would be. The trick here would be having the game to differentiate the consumption of a normal or extended magazine to output the proper empty or partially used mags. This might require the creation of even more magazines, a whole new list just for extended mags.

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