Quote: "Kinda on topic: In 5 or so years, would SWAT teams be using SCAR rifles? I know that they use M4s, but would they use a SCAR once the rifle goes in to mass-production? It just seems kind of weird thinking of a SWAT guy with a SCAR... "
It's possible. The weapons any SWAT team uses are generally dictated only by their departments budget. As-is, most technically don't use M4s. There are a lot of what amount to short barrelled and carbine-length AR-15s used for perimiter security. Entry teams sometimes use the CQBR sub-carbines with comando-length barrels as a 10 inch barrel is more manuverable in CQC than the M4's 14.5" barrel. Sometimes, they don't use ARs at all and instead use SIG 55X series variants, HKs or even AUGs. Likewise, SMGs are just as varried. Asside from the ever-common MP5s (which are aging now), there are several cities using P90s, UMPs, etc. Shotguns are not nearly as varried and usually limited to variations on the Remington 870 or old Winchesters for pump-guns and Benellis for semi-autos, though I believe a rare few use Saigas now days (don't let anyone convince you SPAS12s are used by anyone outside of the movies). As I said before, it's up to budget but also the communities they opperate in. Some SWAT teams in rural areas might not have any fully-automatic rifles other than surplus M14s or the odd BAR or other relic that's been in the armory since the 40s or so.
Ugh... sorry that was so long. I am easily goated into droning on about such things!
Quote: "Wow I didn't realise that MP 9/10 came with all those hand textures... That fact and the fact that I have downloaded a couple of your models from the store which are excellent (and I will now go and make sure I rate them after typing this... I often forget to rate purchases) means I will be purchasing MP 9/10 asap..."
Hi Thraxas,
Yes. It's not really a well known fact. I thought TGC would have mentioned that when they put the webpage up but they just copy/pasted the weapon list and brief description I gave them. They were also going to make videos but I guess they never got around to it. You'll also find, in those modelpacks, there are a lot of different ammo entities. I think the RPK only has one ammo pickup but the others have 2-4 different quantities to choose from which is great if you want the player to get a bulk amount of ammo without having to pac-man a string of single magazines.
Quote: "I haven't read all of this thread so if this has been discussed before sorry.. but for your GCS store guns it says that the Airmod ironsights animations can be used in unmodded FPSC... Is there a tutorial or an explanation somewhere which describes what you need to do for this... I have looked through the gunspec.txt and edited what I thought were the correct parts but I have been unable to get them to work... "
Let's see if I can shed some light on this but forgive me if I don't fully explore every permutation...
USING IRONSIGHTS ANIMATIONS IN STANDARD FPSC TUTORIAL
(Pardon any speling errors I missed. Couldn't be bothered to properly spell-check)
First of all, it's important to realize that un-modded FPSC can only read the first 100 lines in the gunspec.txt file. Airmod currently reads up to 300 and I think Ply's Mod is 200 but will likely be raised as needed in time. So, that means you can't simply comment out the basic animations and rename the ones lower down in the file. You'll actually need to paste the frame ranges into the slots where you want them.
Once you get comfortable doing that, you'll find you have a lot of options at your disposal. It's not always going to be 100% glitch free but because FPSC will attempt to interpolate/blend different start-end points, it supprised me how smooth it can be. One of the downfalls of this is that when you are in iron-sight view, you're not benifiting from AirMods gunlag feature which means the weapon wil be rather stiff-feeling when you are looking side, etc. However, it's certianly worth experimenting with for designers wanting something different.
Now, how you choose to use the ironsights animations is up to you. The basic three options are:
1. Irons view for idle, movement and shooting.
2. Irons view for idle and shooting only.
3. Irons view for shooting only.
Reloading will always take you out to normal view as there is no alternate perspective for that (or retrieve/putaway).
Now, with the M249A, you actually have even more options because two different iron-sight views have been included. One that is the default as seen in the preview screens and another which looks directly through the peep sight.
The example I am about to give is for the M249A using the
standard view for
movement,
iron sight view v2 for
idle and
iron sight view v1 for
shooting.
Here is the original gunspec (parts have been omitted for brevity and clarity) I am not going to use the code snippet incase anyone wants to print it out or easily copy/paste into a text file for later reference:
;HUD ANIMATION
keyframe ratio = 1
select = 1,13
Idle = 23,49
Move = 51,74
Start fire = 75,77
automatic fire = 78,84
end fire = 85,90
reload = 91,251
putaway = 252,260
[omitted]
;AirMod HUD animation frames list
;ironsight v1
;zoomto = 270,275
;zoomfrom = 280,285
;zoom idle = 323,349
;zoom Move = 351,373
;zoom Start fire = 376,377
;zoom automatic fire = 378,384
;zoom end fire = 385,390
;ironsight v2
zoomto = 400,405
zoomfrom = 410,415
zoom idle = 443,479
zoom Move = 481,503
zoom Start fire = 506,507
zoom automatic fire = 508,514
zoom end fire = 515,520
Take that and change to:
;HUD ANIMATION
keyframe ratio = 1
select = 1,13
Idle = 443,479
Move = 51,74
Start fire = 376,377
automatic fire = 378,384
end fire = 385,390
reload = 91,251
putaway = 252,260
[omitted]
;AirMod HUD animation frames list
;ironsight v1
;zoomto = 270,275
;zoomfrom = 280,285
;zoom idle = 323,349
;zoom Move = 351,373
;zoom Start fire = 376,377
;zoom automatic fire = 378,384
;zoom end fire = 385,390
;ironsight v2
zoomto = 400,405
zoomfrom = 410,415
zoom idle = 443,479
zoom Move = 481,503
zoom Start fire = 506,507
zoom automatic fire = 508,514
zoom end fire = 515,520
;HUD ANIMATION standard view BACKUP
;select = 1,13
;Idle = 23,49
;Move = 51,74
;Start fire = 75,77
;automatic fire = 78,84
;end fire = 85,90
;reload = 91,251
;putaway = 252,260
Note that I have, at the bottom of the file, added a backup of the original values. In theory, you could use the other irons view automatic fire animation but it might look spazzy. I can't remember if I tried it.
AirMod users can also shuffle things around a bit if they want a different feel for their games.
Hope that helps. Have fun experimenting and feel free to share a video of your results!