Cancelling Reloads in Brutal Doom
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Please bear in mind that the people helping you do not automatically know how much you know. You may be asked to upload your project file to look at. Don't be afraid to ask questions about what things mean, but also please be patient with the people trying to help you. (And helpers, please be patient with the person you're trying to help!)
Cancelling Reloads in Brutal Doom
Hi all, I would like to mod the BD code in order to be able to cancel reload animations. Anyone have any idea how this could be done? Tired of getting stuck in long assault shotgun reloads at the wrong time. I'd like to be able to cancel a reload animation with a fire, weapon switch, or kick for example. I did notice you can kick in the middle of a shotgun reload, but I think this is because it consists of many quick single reloads until the weapon is full, whereas others are one long animation (just a guess). Any help would be greatly appreciated!
- Dan_The_Noob
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Re: Cancelling Reloads in Brutal Doom
change gun?
- Dan_The_Noob
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Re: Cancelling Reloads in Brutal Doom
to cancel reload, you should be able to switch weapon and switch back or something.Cicero Mamblehun wrote:Im not sure what you're asking/saying
interrupting animations is a bit harder to set up, especially in someone elses code.
- wildweasel
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Re: Cancelling Reloads in Brutal Doom
A Doom weapon won't switch if an animation is currently playing. You can hammer the "next weapon" key as much as you like, the weapon won't switch until it's returned to an A_WeaponReady. Getting that to work mid-reload will involve spamming a lot of A_WeaponReady calls on states that don't have functions on them already, which will be an utter mess. Unless you were to retool the reload code altogether so it all happens on an overlay - which will entail a lot of wheel-reinventing.Dan_The_Noob wrote:to cancel reload, you should be able to switch weapon and switch back or something.Cicero Mamblehun wrote:Im not sure what you're asking/saying
interrupting animations is a bit harder to set up, especially in someone elses code.
In short, this is the kind of stuff you'd have to write your entire mod around from the start, not try to splice into an existing one, least of all one as hopelessly complex as BD.
Re: Cancelling Reloads in Brutal Doom
Go to 'Brutal Doom Options' => 'BD Doom Gameplay Options' => 'Disable Reloading for all weapons'
- Dan_The_Noob
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Re: Cancelling Reloads in Brutal Doom
oh, there ya go then.wildweasel wrote: A Doom weapon won't switch if an animation is currently playing. You can hammer the "next weapon" key as much as you like, the weapon won't switch until it's returned to an A_WeaponReady.
I've never tried to do anything while reloading other than run and hide
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Re: Cancelling Reloads in Brutal Doom
Won't work for reasons already stated, but what about dropping the gun? Probably a bit of an exploit if it works, but...Dan_The_Noob wrote:change gun?