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Weapon cook off does not work when unit is moving with weapon not up #8569
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Hmm, i thought I had tested that and |
it does when standing still. |
Yup, i got same in EJAM mod when tried to make 'runaway' gun - m249 goes brrrr, keeps silent while i run and then makes brrrr again once i stopped :D Guess there is some property in run/sprint animation that prevents shooting sequence. Delaying shooting until it's possible will also cause problems - if we run or ride into the vehicle for some time (e.g. shoot from FFV and then returned to cargo seat) - it will be confusing that gun shoots afterward. So maybe manual sfx (sound & smoke) and bullet spawn is needed here. Or just skip cookoff if not actually possible to make a shot now. |
How about using |
Yeah, |
Personally, I would try out allowing shooting on the current canceling animations. Worst that could happen is AI just shooting while running around or maybe it breaks the raise weapon/ready action when clicking once. |
I'm not sure what you mean here, what canceling animation? |
Using There needs to be a slight delay between being |
Another thought - to apply some custom animation to hands via |
I mean the current animations that do not allow firing. |
I think the best solution in the end will be to remove the use of I've been looking into how to do this, but I'd like some help if anyone has time. |
Mods (complete and add to the following information):
2.06
[e.g. 1.00 stable, rc, dev]3.15.6
[e.g. 3.0.0 stable, commit hash]3.14.0
[eg. 3.0.0 stable, commit hash]Description:
Weapon cook off does not make the gun fire when jogging or running with gun lowered. This is as in not using the combat pace option.
You still get the pop ups saying your gun just cooked off
Steps to reproduce:
Expected behavior:
Gun fires anyways, jogging does not stop the carnage
Where did the issue occur?
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