No More Auto Reloads for Holstered Weapons (HL2)

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Drax

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Looking through the source code I found where HL2 is given the instructions to reload your weapons when your not using them. As it works right now if you switch back to a weapon you where using it checks if the weapon has been holstered for longer then the variable sk_auto_reload_time, who's default is 3 (seconds).

So one work around is to set the sk_auto_reload_time either through the console or your autoexec.cfg file to a really high number. But a cleaner method would be to just erase the function in the source code all together. Does this mean I would have to use a C++ compiler to recompile the source code into a mod?

If so is there a free C++ compiler I could use or am I stuck using the latest $100+ one from MS?

What Id like to try do next is make it so if you reload with amo still in the clip you loose whatever is in the clip / barrel (except for the shotgun of course). And on the appropriate weapons if there's still a bullet in the chamber it stays there (tactical reload), and apply that to HL2 and HL:S.
 
Yep, this really bothered me too. I think that valve themselves should correct this.. doubt they will though because they put it there in the first place :(
 
Yeah I hate "gameisms". I can buy an alien invasion sure, but I don't like magicaly reloading weapons.

I know alot of developers are going the Blizzard route of just stick to what makes the game fun (as in Diablo pulling out the three most exciting elements from RPG's, fighting, looting, and leveling and just focusing specificly on them), but that concept is flawed. A game is more immersive when things act like you would expect them to in real life, no matter how fantastical the game is.

I remember the first E3 videos showing that you can only hold a certain number of weapons like in FarCry. Might look into implementing that as well.
 
Thanks for the link.

Yeah same with HL:S. This is for HL2 single player.
 
Drax said:
I remember the first E3 videos showing that you can only hold a certain number of weapons like in FarCry. Might look into implementing that as well.
Yep, I was a bit upset when I realized that they had scrapped that idea...
 
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