How do i make rifles keep aiming when bolt is pulled like the lee enfield?

Hello comrades!

The lee enfield, smle rifle and mannlicher 1885 got new bolt pull animations which are way better than the regular ones. Does someone know how i can make other rifles have the ability to keep aiming when the rifle bolt is pulled?

Its a feature only a handful of guns have.
As far as I know only Winchester 1895, Mannlicher 1895 and Lee-Enfiled mk.IV have this feature.
Most other bolt-action rifle have to lowered as the shooter’s face would be in the way of cycling the bolt.

Good example:

Edit: Ross rifle, Winchester 1866 and Delisle commando also have the ability.

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That i know, but for a mod i would like to know what setting of a rifle makes it keep aiming when the bolt is pulled, so i can use it in my mod…

1 Like

Oh shoot, I completely overlooked the label.
Sorry about that.
eu6z0ele8nq91

3 Likes

All of these rifles have the “gun__canZoomInBoltAction:tag” in the Enlisted resource so this might be the code you are looking for, but I don’t really mod so take it with a grain of salt.

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That sounds good… but what setting do i have to put in? like behind that line there is always a number or a name…

err…

as @Valkay said, it’s a tag.

so, pretty much anywhere in the base weapon.


  "gun__canZoomInBoltAction:tag"{
  }

for example,


lee_enfield_no4_mk1{
  _use:t="main_weap_slots"
  _use:t="reload_not_empty_single_bullet"
  _use:t="ironsights_open_rifle"
  reload__singleReloadMaxAmmo:i=4
  single_reload__prepareTime:r=1.0
  single_reload__loopTime:r=0.63
  single_reload__postTime:r=1.1
  animchar__res:t="lee_enfield_no4_mk1_char"
  gun__blk:t="gamedata/weapons/lee_enfield_no4_mk1.blk"
  item__template:t="lee_enfield_no4_mk1_gun_item"
  item__proto:t="gamedata/weapons/lee_enfield_no4_mk1.blk"
  item__weapTemplate:t="lee_enfield_no4_mk1_gun"
  item__name:t="items/lee_enfield_no4_mk1"
  item__weapType:t="rifle"
  item__weight:r=4.2
  gun__locName:t="Lee-Enfield No. 4 Mk I"
  gun__statName:t="rifle"
  gun__shotFreq:r=1.0
  gun__automaticReload:b=no
  gun_spread__maxDeltaAngle:r=0.12
  gun_deviation__omegaRange:p2=30.0, 90.0
  gun_deviation__omegaDevInc:p2=0.1, 0.5
  gun_deviation__movementRange:p2=2.1, 4.0
  gun_deviation__movementDevInc:p2=0.0, 8.0
  gun_deviation__onShotDeviationChange:r=0.0
  gun_deviation__shotTau:r=0.1
  gun_deviation__extraDeviationTau:r=0.15
  gun_deviation__maxDeviation:r=15.0
  gun__reloadTime:r=3.8
  gun__kineticDamageMult:r=1.58

  "item__id:i"{
    value:i=0
    _hide:b=yes
  }

  "gun_shell_ejection__onShootRelease:tag"{
  }

  "gun__ammoHolders:array"{
    ammoHolders:t="lee_enfield_no4_mk1_magazine"
  }

  "gun__shells:array"{
    shells:t="gamedata/weapons/bullets/303_british_mk7.blk"
  }

  "gun__firingModes:array"{

    "mode:object"{
      modeType:t="manual"
    }
  }

  "gun__firingModeNames:array"{
    mode:t="bolt_action"
  }

  "gun__canZoomInBoltAction:tag"{
  }
}

( but can be placed in _gun too )

2 Likes

You basically just need to put it in the _gun template

There is a problem though, it doesn’t work well in every gun’s animation
Example:


However, some weapons can work very well.

1 Like