Feedback requested

Post » Tue May 17, 2011 7:41 am

I'd like people to check out http://www.fallout3nexus.com/downloads/file.php?id=13993 and provide feedback. Thanks; it's a semi-auto version of the R91 Assault Rifle.
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Czar Kahchi
 
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Post » Tue May 17, 2011 1:47 pm

Hey, I dont actually have time to test right now, but I can answer one question you ask on the nexus page real fast.

Is there a way to make it fire faster?


In the weapon window you will see 2 little spaces to enter number in called Maximum and Minimum semi-fire delay. Lowering those will lower the time it makes you wait before firing again. (Like if your just mashing the mouse button down really fast) if you lower it to like .1 and .1, then they could fire probably as fast as the person could click.
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Marie Maillos
 
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Post » Tue May 17, 2011 3:35 am

Right, I did that, but I think I'm at the limit of what I can do by tweaking those particular values. Was wondering if there's another way to increase the effect (decrease the delay).
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Kim Bradley
 
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Post » Tue May 17, 2011 7:49 am

There shouldnt really be a limit to those values effect. What animation did you make the gun use? If its using the default one it will be full auto. As long as its a semi auto animation (Try that of the combat shotgun it should be close enough to look good) the semi auto fire delay should apply.
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Patrick Gordon
 
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Post » Tue May 17, 2011 3:31 pm

I set it to use the AttackRight animation of the Assault Rifle. It fires pretty fast as it is, but I was hoping to get it to where it would be able to fire as fast as the automatic if you pressed fast enough. I guess that's kinda unreasonable though.
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Spencey!
 
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Post » Tue May 17, 2011 7:26 am

Well the default assault rifles fire rate is 8. That is, 8 shots per 2 seconds. So as long as you set the Semi-Auto fire delays min and max to .25 if the person could click fast enough they could fire just as fast. Since they could shoot every .25 seconds, or shoot 4/sec or 8/2sec. What do you have it at now?
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Jack Walker
 
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Post » Tue May 17, 2011 5:58 am

Well the default assault rifles fire rate is 8. That is, 8 shots per 2 seconds. So as long as you set the Semi-Auto fire delays min and max to .25 if the person could click fast enough they could fire just as fast. Since they could shoot every .25 seconds, or shoot 4/sec or 8/2sec. What do you have it at now?


I've got the min set to 0.01 and the max set to 0.10. Should they both be the same?
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Rich O'Brien
 
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Post » Tue May 17, 2011 8:29 am

No they dont have to be the same. What you have it set to should be fine an work. I guess you just arent clicking fast enough? Maybe the values are too small for the system or some weird thing like that if you still cant shoot very fast. Just to make sure, the gun is actually semi auto right? It wont keep firing if you hold down the mouse?
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Isabel Ruiz
 
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Post » Tue May 17, 2011 4:05 am

Ya I unchecked the Automatic flag, and testing ingame it fires a single shot in VATS rather than three, and holding down the fire button doesn't do anything beyond the initial shot. Probably a hardware limitation keeping it from firing that fast I guess.
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Sanctum
 
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Post » Tue May 17, 2011 6:49 am

I'd like people to check out http://www.fallout3nexus.com/downloads/file.php?id=13993 and provide feedback. Thanks; it's a semi-auto version of the R91 Assault Rifle.


Hey, I dont actually have time to test right now, but I can answer one question you ask on the nexus page real fast.



In the weapon window you will see 2 little spaces to enter number in called Maximum and Minimum semi-fire delay. Lowering those will lower the time it makes you wait before firing again. (Like if your just mashing the mouse button down really fast) if you lower it to like .1 and .1, then they could fire probably as fast as the person could click.


Min and Max Fire delays do not do squat, you could set those to 500 or 5million seconds and it would not effect the weapon in the slightest.

Also ROF is in every second not every 2 seconds so 8 is 8 shots per second minus the first shot in the ROF as the game is bugged and never actually fires the first shot (this only effects Automatic Weapons), just as easily tested as the Delays are just set the ROF to 1 and count it off with a timer -> I did months ago before we even had the GECK and were still tring to decode the ESP/ESM formats and did not know what the settings were for or why a ton of them did absolutely nothing. :)

His problem is the 2HAAttackRight animation actually belongs to the Plasma Rifle and its a very long anim at 1.1667 seconds per shot and the ONLY way to change this without altering the anim itself is to Open the "Art And Sound" Tab -> Animations -> Attack Multiplier and this is a direct animation play frequency setting -> the greater the Number the slower the anim plays so you want low numbers 0.2-0.3 ish should be decent for a converted Assult Rifle.
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naana
 
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Post » Tue May 17, 2011 5:43 am

Min and Max Fire delays do not do squat, you could set those to 500 or 5million seconds and it would not effect the weapon in the slightest.

Also ROF is in every second not every 2 seconds so 8 is 8 shots per second minus the first shot in the ROF as the game is bugged and never actually fires the first shot (this only effects Automatic Weapons), just as easily tested as the Delays are just set the ROF to 1 and count it off with a timer -> I did months ago before we even had the GECK and were still tring to decode the ESP/ESM formats and did not know what the settings were for or why a ton of them did absolutely nothing. :)


They do do squat... I have used it before with a combat shotgun and I could make it so you could fire very rapidly by lowering them. They do work.

And then I guess the wiki is wrong cause it says shots per 2 seconds. Maybe we should fix that then.

Fire Rate: The number of rounds fired every 2 seconds. Only affects the DPS formula if the "Automatic" box is checked.

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Britney Lopez
 
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Post » Tue May 17, 2011 2:54 pm

They do do squat... I have used it before with a combat shotgun and I could make it so you could fire very rapidly by lowering them. They do work.

And then I guess the wiki is wrong cause it says shots per 2 seconds. Maybe we should fix that then.


This was obviously made by someone who did not fully test Auto weapons had they tested longer then that initial 2 seconds they would have noticed that the weapon keeps firing every second past the initial first shot skip, if they had tested with an ROF of 1 if not its nearly impossible to even accurately test.

Firing and the ability to Refire is 100% controlled in all non-auto attack animations by sequence tags such that if not present the anims do not even work !!

I will explain there are Sequence Tags -> Hit tells the game when to fire -> Sequence Tag a:X(where X is the anims index) this tag tells the game exactly when your allowed to fire again its not the fire delay its this sequence tag and the only way to make it happen sooner is to alter the anim or set the frequency so that it occurs faster that is it.

For auto weapons the Loop anims just start firing immediatly and the ROF kicks in zero fire delay needed -> for AttackSpins Sequence Tags in the Anims control when your allowed to start firing and the ROF kicks in at that point again zero fire delay.

Fire Delay is a defunct setting not used any longer.
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Stephy Beck
 
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Post » Tue May 17, 2011 6:43 am

Ok I'll go fix the wiki when I have time.

Its good you know so much about this. Perhaps you could peak at my thread about the minigun. I don't want to thread steal to much here. But I am trying to make a minigun fire slower and I am having alot of issues.
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Causon-Chambers
 
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Post » Tue May 17, 2011 11:55 am

Ok I'll go fix the wiki when I have time.

Its good you know so much about this. Perhaps you could peak at my thread about the minigun. I don't want to thread steal to much here. But I am trying to make a minigun fire slower and I am having alot of issues.



Just kicking Fire Rate down will do that -> if its not working there is most likely a mod conflict or you set the weapon to not use an ammo as there is a bug with automatic weapons if they do not use an ammo their ROF goes insane off the charts.
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steve brewin
 
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Post » Tue May 17, 2011 2:53 am

Just kicking Fire Rate down will do that -> if its not working there is most likely a mod conflict or you set the weapon to not use an ammo as there is a bug with automatic weapons if they do not use an ammo their ROF goes insane off the charts.


That would be it then! I have it use no ammo since its at a scripted point and I dont want the player running out. I will just add a script to it and adds ammo to the player as they use it. Well except, they cant reload (they are supposed to be controling a giant robotic suit) so you will be able to see the pipboy and all that then. Oh well, at least I know the issue. Thanks. :D
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candice keenan
 
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Post » Tue May 17, 2011 10:22 am

I've got the first release finalized and uploaded at the link in the OP. I tossed in a custom mesh for the gun. All I ended up changing was the AP, from 15 to 25. In gameplay tests it seems to work how I want it, within the limits of the performance of my system :D
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k a t e
 
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