Quote: "But what I meant is when firing the rocket disapers, I believed that it was not possible in FPSC. But I think I know now... or not. Because I bet the rocket will disapear when reloading, right?"
Ahh OK, BVG. I follow you now.
Here's the deal...
It defaults to being setup as a
weaponisammo=1 type weapon like a grenade or the LAW. This has it's upsides and downsides.
The rocket is propelled out of the launcher and the fins deploy during
start fire and then I yank it off-screen on the first frame of
end fire at which point the smoke and flash is drawn simulating the sustained-flight motor kicking on at the same time the flak projectile is spawned in. The reloading is included as part of the
end fire animation sequence.
pros: The weapon can not be reloaded by pressing "R".
cons: The whole thing magically (and IMO, buggily) disappears at the end of
start fire when the last of your ammo is gone. In Ply's Mod, designers can uncomment
nohidewhenoutofammo = 1 in gunspec to remove this behavior but you will still see the warhead sticking out of the launcher as well as the animation of a new projectile being loaded.
ALTERNATIVELY, the designer can easily change a couple things in gunspec to make it a normal reload weapon by commenting out
weaponisammo=1 and using a second set of frame-ranges for the animations. This will make it so the "R" key can be used to reload (although if used in some mods you can not repeatedly reload because I am using the
nofullreload= 1 AirMod function). It may be preferable to go this route if using an AirMod 0.6+ spec. mod because if you are using the zoomable scope you can benefit from the
forcezoomout command.
The model has been set up under the naming conventions Airslide and I agreed on when doing the M249A so that in the future, it may be possible to mask the warhead when the weapon is out of ammo, making it look more realistic.
Here's how the animations are presented in gunspec:
;HUD animation frames list
keyframe ratio = 1
select = 3,15
idle = 18,58
move = 59,83
start fire = 87,90
end fire = 91,174
;end fire = 91,96
;reload = 97,174
discard = 191,199
putaway = 181,189
Note that I have included a discard animation should FPSC ever be changed to properly use them! FPSC currently ignores that animation but it should play in lieu of end fire when the last shot is fired and then either freeze the last frame or not render the weapon when playback finishes.