Description

Automatic reloading of weapons with an empty clip on the fire key. Automatic reloading of grenade launchers after firing.

Preview
Weapon Auto Reload v1.1
Comments
frostvlad13
frostvlad13

Got an error the instant I finished repairing an empty pistol.

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 191
[error]Description : fatal error
[error]Arguments : LUA error: ...maly/anomaly hardcore\gamedata\scripts\autoreload.script:25: attempt to index local 'obj' (a nil value)

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maslinupoymal Author
maslinupoymal

I will fix and test.

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maslinupoymal Author
maslinupoymal

Try it now. If it happens again, name the exact conditions for a repeat crash, if not difficult.

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massimogrecoab
massimogrecoab

Not related, but any possibility to fix the 2 horrid bugs of the game?
when you add/remove a scope from a weapon with detachable grenade launcher, either "eat" a grenade (if loaded and if weapons is NOT switched on grenade launcher mode) or "eat" a mag (if you add/remove scope and its in grenade launcher mode). Grozas are immune because grenade laucher it's not removable.
There is a secondary bug: when you add/remove a scope, the selective fire mode change back to default (Auto). So, if you have e.g. selected 3 round burst and add a scope, it change back to auto.
Thanks in advance.

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Uxie
Uxie

Along the same vein it's annoying that the weapons change slots and unequip when you do stuff with attachments.

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maslinupoymal Author
maslinupoymal

As far as I remember, this happens if the weapon was not in the default slot. For example, a shotgun in 2 is removed, in 3 (it is by default) remains. This can be fixed by binding a specific weapon class to only one slot. If I have time, I'll try to do it while maintaining support for different slots.

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maslinupoymal Author
maslinupoymal

1. I am planning to fix this.
2. I think it's not so scary, but if the time comes, I'll try it too.

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massimogrecoab
massimogrecoab

Well, thanks. Anyway, the scope problem was fixed by this new mod: Moddb.com

Now, remain only the big bug of the grenade launcher.

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gobravo
gobravo

Thank you! I never understood why he can't auto reload.

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Guest
Guest

Cos you're supposed to reload it yourself after realising it's empty?? Lool I went so far to mod this non-auto-reload "rEaLisM" feature into Fallout and other lame shooters, and you guys are removing it here, big oof

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GabeCPB0
GabeCPB0

Is this "Anomaly Magazines" friendly?

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maslinupoymal Author
maslinupoymal

I have not tested it, but I think so. Check with any assault rifle. The script simply clicks the "reload" button instead of you when the magazine is empty.

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GabeCPB0
GabeCPB0

Hey, maslinupoymal, I tested it, and unfortunately, it doesn't appear they work well together.

With "Anomaly Magazines" on, when you're out of bullets and press mouse 1, the default action button, it'll lower the character's weapon. The very same animation as when you're out of bullets, or unjamming. But it won't reload, no matter how many times you try.

Can you make a patch for your addon to work with "Anomaly Magazines"?

Cheers, mate!

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maslinupoymal Author
maslinupoymal

Are you using the Anomaly Magazines correctly? Have you played with Anomaly Magazines before and everything was ok? Check:
1.you have some (more then 1) magazines for your weapons
2.they are charged
3.they are added to the unload (marked with a green circle)
I checked just now on AK74 and SR25, it works ok.
On an empty click, as expected, I automatically replace magazine.

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