The one more little thing that I would implement is open and closed bolt system weapons. When you're reloading mid-clip a closed bolt system weapon, one round is in chamber, so after reload you will have clipSize+1 amount of ammo in clip, eg. mp44 would have 30 rounds per clip, but max "clip" (max ammo that can fit into gun with full clip) ammo would be 31, considering that mp44 fires from closed bolt, so it's closed bolt system weapon.
I've tested how some settings of these values works:
Code: Select all
noPartialReload
segmentedReload
reloadAmmoAdd
reloadStartAdd
I'm also wondering if there is a way to import 1.1 movement mechanics into 1.5 version. I'd like to import 1.1 experience into 1.5 to give 1.1 players access to functional punkbuster and game fixes. Hope it is possible just by scripting, since the major changes to movement was speed drop after landing and prevention going prone while in air, which actually are quite simple.
and other things:
How to prevent weapon being ADS while changing stance from prone? when going prone you can't ads, but reverse you can
How to add more spread and also ADS sway/spread to weapon while changing stance and leaning (reduce accuracy for some period)?
How to prevent shooting while going prone and getting up from prone?
What setting of the weapon from setting files affects accuracy when ADS and moving? I guess 'adsBobFactor' just affects weapon model behavior, not the accuracy itself and the adsSpread is constant. How reduce accuracy or add more sway to weapon ADS while moving?
How adsVievErrorMax and adsVievErrorMin will affect non-scoped guns, and guns with sway reduced to 0?
Is bob or sway affects accuracy?
What are exact differences between 1.1 and 1.5 version in game mechanics? Changelogs aren't specific about that.