Quote: "theses are for x9 right"
Correct. I won't develop for X10 until I have a Vista rig to test on.
Quote: "Errant, no offence, but do you reckon that for the handguns, you could have more realistic reloads? Instead of in 9/10 where the clip falls out, then the player inserts it then pulss back the slide, it should be that the slide locks back, the clip falls out, then goes back in, then the player unlocks the slide and it snaps into place. Just something that sort of bugged me in the other 2 packs."
No offence taken. It's something I will consider adding as an an additional animation. Personally, it bugs me more to see the slide magically pop back at the start of the reload animation as opposed to locking back on the last shot like it would in reality. Equally unrealistic IMO.
Did someone ask for melee weapons?
I sidestepped a bit and banged these new melee weapons out. They are fully complete with VWEAPs, entities, etc. I bit the bullet and extended the arm mesh to go up to mid-bicep (used to stop just short of the elbow) and added elbow and uper arm bones to my animation rig. This allows me more flexibility with "reaching into the screen". Something I couldn't do well before and the primary reason melee weapons were limited in MPs9/10. Tee texture mirrors at the extension point, so no UV stretching and looks OK with the human and zombie arm textures.
All of these melee weapons include additional animations:
All include a generic block/parry animation (commented out in gunspec). I know there's no support for this now but who knows where FPSC and the various source mods will eventually go?
Additionally...
The Combat Knife and Chef Knife include both a stabbing and slashing attack animations. The Combat Knife defaults to slashing and the Chef Knife defaults to stabbing.
The Butterfly Knife includes animations for a thrusting attack (default) as well as a slashing attack.
The Nightstick has three attack animations; A twirling strike (default), a jabbing attack and a stiff-arm attack.
These have all had their animations developed using AirMod as the testbed to eliminate any animation popping which shows up in timer based enviroments. They also include AirMod lazy gun settings as well. They have been tested in regular FPSC also.
These melee weapons are all semi-auto fire (unlike my Katana). When a full version of AirMod is near completion, I will consider adding automatic sequences.
Ahyhow, here are the new pics....