Generally when you aim or shoot while reload or equipping a weapon it will ignore the key press until released and pressed again. This addon is a script that will remember aim and fire while pressed. Pistols will now be able to aim and fire instantly while being equipped. This will make pistols more viable in tight situations where your primary jams or run out of bullets. Melee weapons will be able to queue swings while holding the attack buttons
Example:
CHANGELOG
version 1.2.3:
- fixed issue where weapon fire would queue after changing settings in the main menu
version 1.2.2:
- fixed issue where weapon fire would queue after dying and loading via menu
version 1.2.1:
- added auto swing feature for the melee weapons when holding light and strong attack button.
- fixed instances where it would not aim weapon if weapon is in idle state(It's now possible to queue aim while cleaning mask and turning on torch)
fixed issue where weapon fire would queue after dying and loading via menu
- fixed issue where turning off the hud would break the ADS continue fire
version 1.2:
- updated the entire script to use keyboard press rather than engine key press callbacks (Thanks Ishmaeel)
- actions will no longer ignore queuing. quick grenade, healing etc (except mask cleaning)
- fixed weapon jam sound looping when aiming and firing while jammed
- toggle aim will now require to hold aim until aimed
version 1.1.2:
- reverted material changes (caused guns to auto fire and the inventory nearly impossible manage)
version 1.1.1:
- fixed issue where weapon would automatically fire after using grenade quick throw
- material changes (let me know if the weapon is just randomly shooting after closing certain menu's)
version 1.1:
- added binoculars to aim queuing
- added queuing for weapon fire (Pistols can hip fire while being equipped)
- added hip fire transitioning to ADS fire for Automatic weapons
version 1.0.2:
- fixed hold aim automatically aim if pressed and released before action is complete
version 1.0.1:
- fixed melee weapons queuing strong attack
- material changes
version 1.0:
cant wait to try this out
wow nice
Wait, this is...actually genius mod!
This is something I never thought of, but feels so important now that I see it. Thank you for making this mod.
really nice mod ^^ and nice video but this reload animation wich addon is this ? ^^
Moddb.com
Most likely that one
None, I'm pretty sure that's vanilla anomaly animation set
It's vanilla anomaly(stcop). Was using the ak 74n in the first example.
@THE4thS4INT as well
That's actually brilliant :D
BTW what animation mod do you use ?!
This looks like it's just vanilla Anomaly
Didn't knew i need this - but now i do! +1
I have been waiting for someone to do this for so long, I honestly thought it was an engine limitation. What next? Normal-paced walking animations for the player, so that they're actually walking like the NPCs, instead of doing that weird baby step BS. I can't be the only person who noticed that even while you're walking, your footsteps are still fast paced like you're jogging! It should be like half of that speed.... there must be a way to just replace that stupid stutter-walk with the NPC's standard walk animation, right? Anyway, WICKED script my guy.
I think there is one that could help.... Moddb.com
There's a bug I would like to report.... When you right click with knife it do double stab
Im using toggle aim btw
Will upload the fix later today.
If you would like to apply a fix now you can replace the following on line 33 in the script.
from
`if (is_weapon) then`
to
`if (is_weapon and not (SYS_GetParam(0,wpn:section(),"kind") == "w_melee")) then`
Aye thank you so much
Amazing mod, I have no idea how I have not been bothered by the fact that the game lacked action queueing (which is what this mod essentially adds).
I did a quick test and found that this would also be useful for meds, for example using the f2 and f1 keys in succession for bandages and med kits (or vice versa) does not queue the action and you only end up using the first med and you have to press to use the 2nd one after the first one is finished. Think you could also make a mod / update to allow for a med to be queued? Or would that be a useless mod if someone spams f1 and ends up using up all of their meds due to the queue?
Again, amazing mod and definitely one that I will be recommending to everyone. Thank you!
EDIT: Just realised that this only affects aim, any chances of making this work for shooting as well?
Would have to look into the consumable queuing. Not sure how would achieve this. Would need assistance on that. I can see how the queuing would work. can only queue specific quick slot once and queue the next quick slot.
With regards to the shooting I can give it a bash.
Wonderful! If it does not work then don't sweat it. Also only recently did I realise that you also made the sprint animation mod as well. Big thanks for that since the old animations were buggy and choppy for some weapons.
When used with the Tacticool Scopes addon, it makes the gun aim automatically down the scope, right after you fit the scope on the weapon. It happens with 60% of the weapons (vanilla Anomaly weapons).
The Tacticool Scopes from what I see are dds files. Shouldn't have an effect on the script. However I did find that I used the wrong time event. Were you using hold aim and by tapping right click on equip or reload it will lock into aim until pressed again?
Will upload that fix now
Weird. I can't replicate it anymore, but not all the weapons showed this behaviour. I am pretty sure it was an AEK with a PSO-1, for starters. I am also using this mod: Moddb.com
Let me know if you found a way to replicate it again
Is there possibility for compatibility with major gun related mods ? I have Blindside's Reanimation Pack, JSRS, EFT Reposition Redux and Grok's Ballistics Overhaul,it just doesn't seem to work.
Strange... This addon should work with any addon. If you go to your anomaly folder/appdata/logs/xray_user.log and do a word search 'fluid' or 'error' do you see any errors in that log? Keep in mind that you have to play the game with the addon enabled before going to the log file.
I found something like this : "! Unknown command: g_old_aim
! Unknown command: input_exclusive_mode" is this usefull?
Sorry for the late reply. I believe that is in the log file regardless if the addon is enabled or not. So the weapon does not aim after reload at all if you hold aim while reloading?
I also that that lower weapon mod with mcm support, it just won't aim automatically after switching weapons.
Are you referring to the lowered weapon sprint or a different addon?
Also can you give examples in which instances it does not work?
I believe they're referring to my addon(https://www.moddb.com/mods/stalker-anomaly/addons/151-auto-lower-weapon). However I just tested it and there seems to be no conflict between these two. Really enjoying this btw, went onto my "always enabled" list!
this is brilliant! super elegant script, giving super fluid gameplay; thx and hi five!
This is indeed such a good mod. Another mod that has helped me learn the LUA in fact!
I've taken line 23:
local is_weapon = wpn and IsWeapon(wpn) or false
and changed it to:
local is_weapon = ((wpn and IsWeapon(wpn)) or (wpn and SYS_GetParam(0,wpn:section(),"class") == "WP_BINOC")) or false
... so now I can press 5 for the binoculars and hold RMB for the same effect!
Thanks again!
That's quite nice, will modify the script and add you in the credits.
Unexpected credit bonus! Thank you :)
Downloading new version right away, cannot play without this addon any more, it's too gold.
Anxious about trying this one!
Thanks for your work! Cheers, mate!
10/10
This function for knives possible?
Make it auto swing when holding left or right click?
Yes,its that it feels clunky to swing and then have to wait till animation ends fully and then swing again.
Yes, that is possible. Will add it in the next version
Its perfect....your the man!!
Added the feature in 1.2.1
Thanks for adding in the suggestion with the hip-fire to ADS transition! Much love
It's compatible with the " Pistol in Binoc addon"? Sorry for muy english
It should be compatible. It looks at the weapon you are holding rather than the slot being used
Great addon! Unfortunately I found a bug, when you use the auto grenade keybind, after the grenade is thrown whatever gun you are holding auto fires by itself! Hopefully it's an easy fix.
Will create a fix as soon as I can
I fixed the issue with the weapon firing on my local. However I'm having issues queuing the aim and fire for certain actions. The mask cleaning, using consumables with animations and quick grenade uses a function called only_allow_movekeys. This will essentially disable left and right mouse preventing actions from queuing.
I will upload this fix but, you won't be able to hold aim while using grenade quick throw. Will look more into it though.
Sounds good, thanks for the update!