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[Q] Can We Reload A Gun By Script?


Rugz007
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Hey Guys I Am Back..... to Modding

 

So I Was Making A Mod And Came Across Of This.....Is It Possible o.O ???

 

i Know its a dumb question because we can just reload it by using R but i am making a mod and if it works its gonna be awesome!

 

 

Its A secert.....and if u guys help me u r in the credit list ^^

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But how?

 

 

 

Its gonna be a big mod maybe lets work together!

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it isn't that hard... try something yourself :), and if that doesn't work out, i'll help you.

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you want perform a reload like game does with animation or just want reload gun like magic? second option would be easier ^^

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Sure, everything is possible.

If by everything, you are contemplating the impossible, then yes, sometimes it's possible to be impossible.

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LordOfTheBongs

1. Check gun player is holding and if player is crouching

2. Play correct animation for if standing or crouching and correct gun, use flags to allow rotation, upper body only and something called root motion... see here

 

flag 1: return "RootMotion - Updates Position";
flag 2: return "Unknown";
flag 3: return "Lock On Pelvis Z";
flag 4: return "Freeze Last Rotation";
flag 5: return "Repeat";
flag 6: return "Freeze Last Frame";
flag 7: return "[email protected] Current Position";
flag 8: return "UpperBody Only Unk.";
flag 9: return "UpperBody Only";
flag 10: return "Idle/Block Controls";
flag 11: return "Allow Ped Rotation";
flag 12: return "Unknown";

3. Game.LocalPlayer.Character.Weapons.TheWeapon.AmmoInClip = x;

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You had the same in mind as me, i had all animations done, but could not figure out how to restock the ammo!

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LordOfTheBongs

You had the same in mind as me, i had all animations done, but could not figure out how to restock the ammo!

oh cool, yeah here is a better way to do it so it works for any gun and refills ammo to max...

Game.LocalPlayer.Character.Weapons.Current.AmmoInClip = Game.LocalPlayer.Character.Weapons.Current.MaxAmmoInClip;
Edited by LordOfTheBongs
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Hey LordofBongs Can We Put Like This:

case "Reload":                    Game.LocalPlayer.Character.Weapons.FromType(Game.LocalPlayer.Character.Weapons.CurrentType).AmmoInClip = Game.LocalPlayer.Character.Weapons.FromType(Game.LocalPlayer.Character.Weapons.CurrentType).MaxAmmoInClip;                    currentFunction = null;                    break;

hehehe ^^

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LordOfTheBongs

yes u can do that but i edited the code, check my post again ;)

 

i made it shorter and it does the same thing

Edited by LordOfTheBongs
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yes u can do that but i edited the code, check my post again ;)

 

i made it shorter and it does the same thing

 

Haha, i add it to my script with the animations. And what is see now, i forgot to sue unknown11 to keep Niko able to walk while reloading.

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