imo an auto shotgun might very well be possible. I can't see why it couldn't be done. I remain optimistic. only one way to know...
I made this my project for last night and the results are pretty good. Here's what I have so far...
This is only a test weapon, so there's
somea lot of overkill on things like damage and speed. As it is below, nothing in the wasteland can last more than a second in front of this thing. Obviously for practical purposes those would need to be toned down.
http://webpages.charter.net/biscuit1/dog/autoshotgun1.jpg
The sight FOV, Sight Usage, and Max Range should probably be left at default.. these ones are because I like zoom and distance.
The key to getting automatic to work without changing animations is the Long Bursts checkbox. It's worked on every weapon I've tried so far.
http://webpages.charter.net/biscuit1/dog/autoshotgun2.jpg
Everything's standard except for the animation multipliers and the IS checkbox. This
does use the correct grip on the weapon.
http://webpages.charter.net/biscuit1/dog/autoshotgun3.jpg
Reduced rumble, otherwise there's too much ragdolling at this firing rate.
I tested both the TwoHandRifle and the TwoHandAutomatic animation types, there's no difference between the two except for the hand/weapon positioning. The only issue I noticed when firing is the firing/recoil animation plays once with no shot before it all syncs up on the second shot and plays fine from there on. This happens reguardless of the animation selected, but it's not a huge issue, especially at a faster firing rate (reason for the increased animation multipliers).
The one bigger issue is firing while using the R-mouse aim/zoom in both 1st and 3rd person views. Some of the shots don't fire but the animations all play smooth throughout the auto sequence. I'm pretty sure it's a combination of the semi-auto fire delay and the animation multiplier settings, as in adjusting them to get the miss rate down, but I can't be sure at this point. It may very well be an issue with the 1st person animations, though I tend not to think so because the animations play fine, it's the game not registering the shot. That is why I have the 1st person IS checkbox selected in the second pic, though the difference it made is nearly nil. I did try using different sight settings thinking that might've been the cause, but I didn't find any I tried that helped much so I put the zoom back on. Would be nice to get the answer for that as this thing is scary deadly and addictive. Even with that aim fault It's not going to be easy to go back to more competitive weapons.