Intrud3r Posted November 20, 2014 Share Posted November 20, 2014 hi guys i'm having troubles with reloading weapon sistem after the last update worked fine on 29.3 but now the custom new weapons are always full of ammo any tips? Link to comment Share on other sites More sharing options...
ORMtnMan Posted November 20, 2014 Share Posted November 20, 2014 hi guys i'm having troubles with reloading weapon sistem after the last update worked fine on 29.3 but now the custom new weapons are always full of ammo any tips? The reloading code changed, I suggest looking at the base game Reloading folder. Link to comment Share on other sites More sharing options...
Intrud3r Posted November 20, 2014 Author Share Posted November 20, 2014 i'm unable to find the solution by miself i tried modyfing my lua changing from getitemtext to type but no sucess... Link to comment Share on other sites More sharing options...
ORMtnMan Posted November 20, 2014 Share Posted November 20, 2014 i'm unable to find the solution by miself i tried modyfing my lua changing from getitemtext to type but no sucess... Here is what the base game LUA looks like, change your custom one to look like this: function ISReloadUtil:new() local o = {} setmetatable(o, self) self.__index = self o.huntingRifle = { type = "HuntingRifle", moduleName = 'Base', reloadClass = 'ISShotgunWeapon', ammoType = '308Bullets', rackSound = 'stormyShotgunPump', shootSound = 'hunterShot', shootSoundPartial = 'stormyShotgunFire', clickSound = 'stormyShotgunClick', insertSound = 'bulletInRifle', rackTime = 10, bulletOutSound = "bulletOutVarmint"}; o.varmintRifle = { type = "VarmintRifle", moduleName = 'Base', reloadClass = 'ISShotgunWeapon', ammoType = '223Bullets', rackSound = 'stormyShotgunPump', shootSound = 'varmintShot', shootSoundPartial = 'stormyShotgunFire', clickSound = 'stormyShotgunClick', insertSound = 'bulletInRifle', maxCapacity = 5, reloadTime = 10, rackTime = 10, bulletOutSound = "bulletOutVarmint"}; o.pistolClip = { type = "BerettaClip", moduleName = 'Base', reloadClass = 'ISReloadableMagazine', clipType = 'BerettaClip', ammoType = 'Bullets9mm', shootSound = 'none', clickSound = nil, ejectSound = 'none', insertSound = 'stormyRevolverInsertRound', rackSound = 'stormyRevolverInsertRound', containsClip = 0, maxCapacity = 15, reloadTime = 30, rackTime = 10}; o.pistol = { type = "Pistol", moduleName = 'Base', reloadClass = 'ISSemiAutoWeapon', ammoType = 'BerettaClip', clipName = '9mm Magazine', clipIcon = 'BerettaClip', shootSound = '9mmShot', clickSound = 'stormy9mmClick', ejectSound = 'stormy9mmClipEject', insertSound = 'stormy9mmClipLoad', rackSound = 'stormy9mmRack', containsClip = 1, rackTime = 10, clipData = o.pistolClip }; o.shotgun = { type = "Shotgun", moduleName = 'Base', reloadClass = 'ISShotgunWeapon', ammoType = 'ShotgunShells', rackSound = 'stormyShotgunPump', shootSound = 'shotgun2', shootSoundPartial = 'stormyShotgunFire', clickSound = 'stormyShotgunClick', insertSound = 'stormyShotgunInsertRound', rackTime = 10, bulletOutSound = 'pumpaction'}; o.sawnoff = { type = "ShotgunSawnoff", moduleName = 'Base', reloadClass = 'ISShotgunWeapon', ammoType = 'ShotgunShells', rackSound = 'stormyShotgunPump', shootSound = 'shotgun', shootSoundPartial = 'stormyShotgunFire', clickSound = 'stormyShotgunClick', insertSound = 'stormyShotgunInsertRound', maxCapacity = 6, reloadTime = 15, rackTime = 10}; o.SemiAutoWeapon = ISSemiAutoWeapon:new(); o.Shotgun = ISShotgunWeapon:new(); o.Magazine = ISReloadableMagazine:new(); -- If you've created an item above you must add -- it to the relevant list here o.weaponsList = {o.pistol, o.shotgun, o.sawnoff, o.huntingRifle, o.varmintRifle}; o.clipList = {o.pistolClip}; return o;end Link to comment Share on other sites More sharing options...
Intrud3r Posted November 20, 2014 Author Share Posted November 20, 2014 so instead of making a separate one like before the last patch i have to make a copy of the original file in the mod section adding the new stuff there?multiple mods will be harder to manage Link to comment Share on other sites More sharing options...
ORMtnMan Posted November 20, 2014 Share Posted November 20, 2014 so instead of making a separate one like before the last patch i have to make a copy of the original file in the mod section adding the new stuff there?multiple mods will be harder to manage No, you can keep your separate mod files that add the reload info, just change the format of those mod files to mimic the format and terminology from the main file. Link to comment Share on other sites More sharing options...
Intrud3r Posted November 22, 2014 Author Share Posted November 22, 2014 thanks for the help but still can't make it work i will wait to use another mod as example to be sure what's wrong in mine Link to comment Share on other sites More sharing options...
ORMtnMan Posted November 22, 2014 Share Posted November 22, 2014 thanks for the help but still can't make it work i will wait to use another mod as example to be sure what's wrong in mine I think Antize's weapon mod is working with the reload system. I trouble shooted him (or her, you never know) through it and it was reported as working Link to comment Share on other sites More sharing options...
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