Hello there!
There is not much to say about this. "needReload player" will now always return 0, even if the current muzzle/magazine is not completely full. It used to work fine in 1.46.
Hope this helps.
Hello there!
There is not much to say about this. "needReload player" will now always return 0, even if the current muzzle/magazine is not completely full. It used to work fine in 1.46.
Hope this helps.
It is 1.48 stable.
Steps to reproduce:
Get into editor. Grab a weapon and a magazine. Ensure weapon is loaded. Open debug window. Type "needReload player" and "needReload (vehicle player)" into the watch lines. Shoot a few rounds. Both of them show 0. Get into an armed vehicle and fire a few rounds. "needReload player" still shows 0. "needReload (vehicle player)" shows 0.x-1, working as intended.
Edit: It depends on the weapon. If the weapon has two muzzles (EGLM etc.), then it will not work. For weapons that have only one muzzle, it works.
To be more procise on that:
Equipment a weapon with ELGM attachment. Put in a magazine and make that your current muzzle (should be by default). needReload will return wrong value. Then equip a EGLM grenade. needReload is still wrong. Then reload your EGLM and voila - needReload is working as intended.
In other words: needReload does not regard the current muzzle. It will return 0 if ANY of the available muzzles need a reload.
Equipment a weapon with ELGM attachment. Put in a magazine and make that your current muzzle (should be by default). needReload will return wrong value. Then equip a EGLM grenade. needReload is still wrong. Then reload your EGLM and voila - needReload is working as intended.
cant reproduce it using these steps. Need relaod always returns with the correct value.
It actually is implemented to return 1 (max reload needed) if any of the muzzle has emptied magazine. In this particular lack of grenade in UGL causes needReload to return 1, whatever muzzle is selected. In the same way, it will return 0 (as no reload needed) if all muzzles are loaded.
But you can always request a feature that would affect specific muzzles ;)