Open diwako opened 2 years ago
Hmm, i thought I had tested that and forceWeaponFire
moved the gun up.
it does when standing still.
Yup, i got same in EJAM mod when tried to make 'runaway' gun - m249 goes brrrr, keeps silent while i run and then makes brrrr again once i stopped :D
Guess there is some property in run/sprint animation that prevents shooting sequence. Delaying shooting until it's possible will also cause problems - if we run or ride into the vehicle for some time (e.g. shoot from FFV and then returned to cargo seat) - it will be confusing that gun shoots afterward.
So maybe manual sfx (sound & smoke) and bullet spawn is needed here. Or just skip cookoff if not actually possible to make a shot now.
How about using forcewalk
? It is a bad idea to run around with a rampant firearm after all.
https://community.bistudio.com/wiki/forceWalk
Yeah, forceWalk
is good for 'runaway', but there are still some animations that cancel fire - e.g. on inventory open there is some transition animation that stops fire for a second. So i am curious about how it can be handled in case of this particular bug.
Personally, I would try out allowing shooting on the current canceling animations. Worst that could happen is AI just shooting while running around or maybe it breaks the raise weapon/ready action when clicking once.
Personally, I would try out allowing shooting on the current canceling animations. Worst that could happen is AI just shooting while running around or maybe it breaks the raise weapon/ready action when clicking once.
I'm not sure what you mean here, what canceling animation?
Using forceWalk
isn't as bad as I feared it would be. When you are sprinting, are set to forceWalk
, and then the forceWalk
condition is removed, you go right back to sprinting.
There needs to be a slight delay between being forceWalk
being turned on and the fired event though, to give time for the animation to change, or else the weapon doesn't actually fire.
Another thought - to apply some custom animation to hands via playAction
(like 'Radio Animations' mods do) with shooting allowed (CfgGesturesMale > States > CustomAnim.disableWeapons = 0;
). In theory it won't stop moving anim, but allows shots to be done.
Personally, I would try out allowing shooting on the current canceling animations. Worst that could happen is AI just shooting while running around or maybe it breaks the raise weapon/ready action when clicking once.
I'm not sure what you mean here, what canceling animation?
I mean the current animations that do not allow firing.
I think the best solution in the end will be to remove the use of forceWeaponFire
and instead spawn the projectile and effects and play audio. This will allow cookoffs to happen in all situations, regardless of the weapon being currentWeapon and even when the player is inside a vehicle.
I've been looking into how to do this, but I'd like some help if anyone has time.
Mods (complete and add to the following information):
2.06
[e.g. 1.00 stable, rc, dev]3.15.6
[e.g. 3.0.0 stable, commit hash]3.14.0
[eg. 3.0.0 stable, commit hash]Description: Weapon cook off does not make the gun fire when jogging or running with gun lowered. This is as in not using the combat pace option.
You still get the pop ups saying your gun just cooked off
Steps to reproduce:
Expected behavior: Gun fires anyways, jogging does not stop the carnage
Where did the issue occur?