DOG-ZEBRA 0 Posted February 24, 2004 Share Posted February 24, 2004 i am just finishing a bennelli tactical shotgun and i have been thinking about gr's shotgun support. it sucks. the reload sound is lame and sounds nothing like combat loading slugs. it also takes much longer than it should. what i would like to do is make my shot gun have the same motion type as a handgun to get the quicker reload time. this brings me to my problem- is there a way to have two weapons share the same motion type but have different reload sounds? as it stands my shotgun is loading clips, and if i chang the .wav file my handguns will load slugs. Quote Link to post Share on other sites
Parabellum 12 Posted February 24, 2004 Share Posted February 24, 2004 In short, no. You can't mix weapon motion types. If you set it to handgun motion type, your characters will hold it like a handgun, and the game will not know to use a number of projectiles. I've never thought of Gr's shotgun reloading time as being abnormally long. Quote Link to post Share on other sites
DOG-ZEBRA 0 Posted February 24, 2004 Author Share Posted February 24, 2004 i thought that might be the case. as far as load times go, the time it takes to combat load a shell is minimal, but in any event at least for the sake of balance, it seemed to me reload time must be quicker. Quote Link to post Share on other sites
Parabellum 12 Posted February 24, 2004 Share Posted February 24, 2004 i thought that might be the case. as far as load times go, the time it takes to combat load a shell is minimal, but in any event at least for the sake of balance, it seemed to me reload time must be quicker. I think that, if you make your shotshells right, the balance will be in the power. You've got the potential to take out multiple guys at close range with just a few shots; the amount of firepower coming out of the shotgun's barrel more than makes up for the reload time. Quote Link to post Share on other sites
DOG-ZEBRA 0 Posted February 24, 2004 Author Share Posted February 24, 2004 i am glad that came up, i had been experimenting with different values in the gun file for shotguns but i have never been satisfied, i tried to take in consideration real world atributes - balenced with effective use(worthwhile is more like) in GR. i might try my new copy of balistic calculator and come to terms with what ever its says. Quote Link to post Share on other sites
Parabellum 12 Posted February 24, 2004 Share Posted February 24, 2004 That's what I would do. If you make the weapons right, they will naturally balance out. There's no need to dumb down any weapon so that they balance. For CQB, there is no more deadly and effective weapon than a 12-gauge shotgun. Even though it doesn't have the selective fire capabilities of an assault rifle, you don't need it. There are few cartridges more effective at stopping a man, than a 3-inch magnum 00 buckshot shell, or a 3-inch magnum hydrashok. Quote Link to post Share on other sites
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