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[Feature request] Add new "Set" functions for BaseMuzzleComponent/BaseWeaponComponent classes
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Description

Right now its "impossible" to do basic stuff with weapons in Reforger, like you can get weapon's current fire mode, but you cant set it via script (only forcing player to switch it via character controller, but weapon must be equipped, etc.) . Same goes with weapon zeroing and weapon's chamber. So I'm asking if you could add functions for that, like it's done in DayZ:

// We have GetCurrentFireMode() function but we don't have function to SET fire mode or SET next/previous fire mode. Something like:
void SetFireMode(int firemodeIndex);
void SetNextFireMode();
void SetPreviousFireMode(); // or void SetFireMode(bool next);

/*
Currently we only can find out if gun chamber is loaded and clear chamber. So we can have function to spawn bullet in gun's chamber (maybe even with bullet type(int thing like in magazine) to spawn tracers). Currently you can work around this by spawning magazine and attaching it to the gun -> it will force bullet in to the chamber automatically, but then you need to GetMagazine() from this gun and set its ammo count to +1 or remove it completely.
/* 
void SpawnBulletInChamber(int barrelIndex, int bulletType);

// In BaseWeaponComponent class we can GET weapons sight zeroing via GetCurrentSightsZeroing() function, but we can't SET it:
void SetCurrentSightZeroing(float zero);

Details

Severity
Feature
Resolution
Open
Reproducibility
N/A
Operating System
Windows 11 x64
Category
General

Event Timeline

Evgeny__N created this task.Sep 4 2023, 6:00 PM
Geez changed the task status from New to Feedback.Sep 5 2023, 11:28 AM