Why not? It's just a matter of increasing the fps of the reload animations in the QC file. But I know that you know that because you changed the mortar reload speed. So what's wrong?
Because I change it in the NF Shotgun pistol, recompile it, but nothing ever changes. I would assume it's something bugging out in relation to the fact that there's 2 different reload animations for the Shotgun pistol, dependant on if it's empty or there's still a shell left.
Well delete the second animation ( with 1 shell left ) if it would fix the problem, I don't think anyone would give a fuck if they do or do not see that shell in there when they are reloading, they shouldnt even be looking at that tbh...
after 40 points award riflemen http://tvtropes.org/pmwiki/pmwiki.php/Main/ShouldersOfDoom award engineers the be engineer cap, even if they're nf award grenadiers moustaches award scouts rucksacks actually, don't give anyone anything for 40+ points. who gives a damn
In the scripts it says: "viewmodel" "models/NF/Weapons/v/pistol2/nf_pistol2.mdl" "playermodel" "models/NF/Weapons/w/pistol2/nf_pistol2.mdl"
$modelname "NF\Weapons\v\pistol1\nf_pistol1.mdl" $model "studio" "reference.smd" $cdmaterials "\" $cdmaterials "NF\Weapons\v\pistol1\" $cdmaterials "NF\Characters\" $cdmaterials "NF\Characters\GI\" // Model uses material "nf_pistol1_2sided.vmt" // Model uses material "nf_1p_skin.vmt" $attachment "MUZZLE" "MuzzleFlash" -0.00 0.00 -0.00 rotate -0.00 -90.00 -180.00 $attachment "SHELLEJECT" "DummyShellEMPTY01" -0.00 0.00 0.00 rotate -0.00 -0.00 -180.00 $surfaceprop "default" $illumposition 6.100 0.300 -27.600 $sequence idle "idle" ACT_VM_IDLE 1 fps 30.00 $sequence reload "reload" ACT_VM_RELOAD 1 fps 27.00 { { event AE_CL_PLAYSOUND 9 "NF_pistol.barrelopen" } { event AE_CL_PLAYSOUND 34 "NF_pistol.shellin" } { event AE_CL_PLAYSOUND 67 "NF_pistol.barrelclose" } { event 6001 26 "2" } } $sequence draw "draw" ACT_VM_DRAW 1 fps 30.00 { { event AE_CL_PLAYSOUND 3 "NF_pistol.deploy" } } $sequence draw_empty "draw_empty" ACT_VM_DRAW_EMPTY 1 fps 30.00 { { event AE_CL_PLAYSOUND 3 "NF_pistol.deploy" } } $sequence shoot1 "shoot1" ACT_VM_PRIMARYATTACK 1 fps 30.00 { { event AE_MUZZLEFLASH 0 "PISTOL MUZZLE" } } $sequence shoot2 "shoot2" ACT_VM_PRIMARYATTACK 1 fps 30.00 { { event AE_MUZZLEFLASH 0 "PISTOL MUZZLE" } } $sequence shoot3 "shoot3" ACT_VM_PRIMARYATTACK 1 fps 30.00 { { event AE_MUZZLEFLASH 0 "PISTOL MUZZLE" } } $sequence melee "melee" ACT_VM_SECONDARYATTACK 12 fps 30.00 $sequence reload_empty "reload_empty" ACT_VM_RELOAD_EMPTY 1 fps 27.00 { { event AE_CL_PLAYSOUND 9 "NF_pistol.barrelopen" } { event AE_CL_PLAYSOUND 34 "NF_pistol.shellin" } { event AE_CL_PLAYSOUND 81 "NF_pistol.shellin" } { event AE_CL_PLAYSOUND 110 "NF_pistol.barrelclose" } { event 6001 26 "2" } { event 6001 27 "2" } } nf_pistol1 clearly has the shotty pistol reload animations and sound script (in bold).
Oh shit nerding it up, the nf_pistol 01 is shotty, someone call the president. Cool gun names guys, SMG 01,02,03, Pistol 01,02,machine.