modified weapon functionality for m1 garand:
the perk bonus "GetReloadSpeedModifier" affects the reload's animrates, but not the modified reloadrates, so after the reload anims play, there's quite a bit of wait for the weapon to come out of the "busy" state.
how do i add the reloadmulti function from kfweapon's reloadmenow to this code to bring in the perk bonus?
Code:
simulated function WeaponTick(float dt)
{
super.WeaponTick(dt);
if (MagAmmoRemaining == 1)
{
KFFire(FireMode[0]).FireAimedAnim = 'aimfirelast';
KFFire(FireMode[0]).FireAnim = 'firelast';
}
else if (MagAmmoRemaining == 0)
{
IdleAimAnim = 'AimIdleEmpty';
IdleAnim = 'IdleEmpty';
ReloadAnim = 'ReloadEmpty';
ReloadRate=4.50000;
}
else
{
IdleAimAnim = 'AimIdle';
IdleAnim = 'Idle';
ReloadAnim = 'Reload';
ReloadRate=5.5;
KFFire(FireMode[0]).FireAimedAnim = 'AimFire';
KFFire(FireMode[0]).FireAnim = 'Fire';
}
}]
the perk bonus "GetReloadSpeedModifier" affects the reload's animrates, but not the modified reloadrates, so after the reload anims play, there's quite a bit of wait for the weapon to come out of the "busy" state.
how do i add the reloadmulti function from kfweapon's reloadmenow to this code to bring in the perk bonus?
Last edited: