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FPSC Classic Scripts / possible to change pistol fire rate?

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Bugsy
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Posted: 11th Oct 2009 08:24
I mean like- to fire whenever the mouse is clicked, not when the animation is finished? that would allow for pistols to fire faster in a multiplayer click-spam fest.
Bugsy
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Posted: 13th Oct 2009 22:26
any one?
Gamer X
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Posted: 13th Oct 2009 23:48 Edited at: 14th Oct 2009 00:09
I can get you what you want

Tutorial Time
Here is the the weapon animation frames for the colt .45


Take the fire =54,63 section on put a semicolon in front of it
next you want to set up the fire like this

start fire = 54,58
end fire = 59,63

this set-up will exact the firing of the gun at a specific frame

to set-up as an automatic weapon add
automatic fire = 56,58
and change start fire frames to 54,55 and leave the end fire frames.

in the end it will look like one of the two examples





Hope this helps

Bugsy
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Posted: 14th Oct 2009 01:11
I meant like- EAI weapons- firing as fast as you click not as fast as the animation plays.
Plystire
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Posted: 14th Oct 2009 07:47
The engine is dependant upon how fast the animation plays, UNLESS it is fully automatic.


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Bigsnake
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Posted: 14th Oct 2009 17:57
Quote: "The engine is dependant upon how fast the animation plays, UNLESS it is fully automatic"



Yea , I was thinking of reanimating the EAI Melee punches so you have to click to punch insted of it just being a super fast punching motion by holding down the Lmouse button. Its strange :S

Bugsy
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Posted: 14th Oct 2009 18:44
;automaticfire=X

anyways- that's why I asked you to make the animations shorter.
Errant AI
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Posted: 14th Oct 2009 20:43 Edited at: 14th Oct 2009 20:47
Gamer X, has the right idea but you need to do the opposite of what he said.

If you look in gunspec and see:

start fire = x,y
end fire = y,z

comment those two out and add:

fire = x,z

I'm 99% certian that will allow you to spam-fire. You may see some graphical glitchiness like the brass getting sucked back into the gun but it should allow you the gameplay you desire.

If that doesn't work, the next alternative is to shorten the end fire anim range to one or two frames. FPSC will motion blend back to idle but again, you'll have some graphical oddities.
Bugsy
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Posted: 14th Oct 2009 21:31
thank you, EAI, is there a certain FPSC version for this or is it just universal. If not, what version minimum. (this actually may have prevented me from buying a p228 and improved 1911 form you- we'll see.
djmaster
User Banned
Posted: 14th Oct 2009 21:41
Hey guys im having a problem.I tried your theories but I cant get mine to work so I posted the gunspec,I hope you guys can fix it to semi automatic.



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Bugsy
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Posted: 14th Oct 2009 21:47
so it's fully automatic?
djmaster
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Posted: 15th Oct 2009 21:26
I said it must be semi automatic like the USP from half life 2.

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Bugsy
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Posted: 15th Oct 2009 21:37
I mean right now, it fires fully automatic?
Errant AI
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Posted: 16th Oct 2009 14:56
Sorry about that, I was mistaken. My suggestion will not work and Plystire's answer is 100% correct.

Bugsy, just looking at djmaster's settings you can see it is not full-auto. I think he wants the same spam-ability you were after.

Shortening animations is the only option. You can chop frames out in gunspec with mixed results but it looks semi-OK if you keep 2-3 frames at the peak of the firing cycle when the muzzle is flipped and the slide is to the rear. FPSC motion blending will return it to idle pose on it's own. This works all right if you are using the horrid game-spawned brass. If you are using one of my guns with animated brass, you need to be using the last 3-ish frames of the end fire (to keep from seeing the brass get sucked into the gun- due to motion blendin) or remove the brass via alpha hack in the texture.
Bugsy
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Posted: 16th Oct 2009 20:08
Quote: "I hope you guys can fix it to semi automatic."


I thought he meant that it was full auto, that gun is ALREADY semi-auto.

btw- your P226 fires perfect speed in a game with Project Blue I played- that one has a really short fire animation?
Errant AI
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Posted: 16th Oct 2009 20:54
The P226, M9SE and G22SE all have shorter fire anims with the intention being that they could be easily fired in controlled-pairs/double-taped and semi-spam-able. Plus I think they even fire a hair faster when in aiming mode. At any rate, they're about as fast as I can make them while having animated brass.
Bugsy
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Posted: 16th Oct 2009 20:58
well I am going to get the p226. same w/ m11- maybe in the future have an option of switching to a hud W/out animated brass?
Plystire
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Posted: 17th Oct 2009 10:47
Quote: "firing as fast as you click"


I would like to add here that I, personally, can click more times in one second than the engine loops. Last time I checked, a little over 90 times per second. So, firing as fast as I can click is not possible for me unless the game is running 100 fps or faster.


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Bugsy
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Posted: 18th Oct 2009 07:34
up the FPS cap in PBUM to 100 fps then
Plystire
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Posted: 18th Oct 2009 14:03
I would also like to point out that the human eye cannot distinguish the difference in framerate above 75 fps. Even if there were a benefit of the higher framerate, you wouldn't know it was running faster just by looking at it.


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Bugsy
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Posted: 18th Oct 2009 19:58
I learned in a class that it was 24 FPS- that's why I always animate at 25 FPS- you telling me I have to up it to 75?!?!?
Errant AI
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Posted: 18th Oct 2009 20:17
24-30 is probably reasonable.

The thing is that the mind calculates faster than the eyes can keep up. That's why sports games, in particular, aim for 60FPS. It's not that the eyes can see that fast but that the game needs to update that fast to process control input for responsive feel. You can't see the difference but you can feel it. I've heard of some which run the cpu at 60hz and the gpu at 30hz to allow responsive controls with more resource hungry eye-candy.
Bugsy
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Posted: 18th Oct 2009 20:26
well I'm sticking at the same FPS then. I just wanted my anims to look smooth- now if only I was better at modeling.
Plystire
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Posted: 18th Oct 2009 20:27
I beg to differ with the 25 fps. Standing still in a room watching animations run at 25 fps, and then increasing it to, say, 60 fps, I can clearly see a difference. But I cannot see a difference between 75 fps and 150 fps.


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Bugsy
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Posted: 18th Oct 2009 20:43
back up to 75 then
Toasty Fresh
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Posted: 21st Oct 2009 10:14
You can have the framerate as high as you want, but may I add that Errant's animations don't have that high a framerate themselves. I dunno what they're animated at exactly, but I know that if they are used in a game at 75fps they'll look the same as if they were in a 30fps game, but everything else (characters) will animate smoothly. Kinda annoying, if they were animated at 70fps the brass would look spectacualar.

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