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FPSC Classic Product Chat / Model Pack 6 Shotgun Fix

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Wazoo117
15
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Joined: 11th Dec 2008
Location: Coarsegold, CA
Posted: 3rd May 2009 00:21
Does anyone have the "fixed" gunspec for the Shorty and Sporting 12 used with Airmod 0.6 so that they reload properly? If not, what do I need to add to make it reload properly?

"There are very few problems in life that cannot be solved by the proper application of high explosives"
Wazoo117
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Location: Coarsegold, CA
Posted: 3rd May 2009 03:32
BUMP

"There are very few problems in life that cannot be solved by the proper application of high explosives"
Hockeykid
DBPro Tool Maker
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Posted: 3rd May 2009 03:47
add shotgun=1 into there gunspecs

Wazoo117
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Location: Coarsegold, CA
Posted: 3rd May 2009 04:09
Oh, I forgot to mention, I already tried that. If you do that, then it does the full reload animation for each shell, for a grand ttal of 3 times...

"There are very few problems in life that cannot be solved by the proper application of high explosives"
Plystire
21
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Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 3rd May 2009 04:28
Isn't that how shotguns are supposed to be reloaded?

If that's not what you're wanting, then how exactly do you think a shotgun should reload?


The one and only,


Wazoo117
15
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Joined: 11th Dec 2008
Location: Coarsegold, CA
Posted: 3rd May 2009 05:39
Yes, it is but It's really hard to explain what I mean...

Basically, I can't seem to get the reloadloop animation to be recognised by airmod and have airmod use that instead of loading 3 shells only to have one be loaded...

If that makes a little more sense...

"There are very few problems in life that cannot be solved by the proper application of high explosives"
Errant AI
18
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Posted: 3rd May 2009 13:48
Post the gunspec.

I don't have MP6 but might be able to help by looking at how the gunspec is set up.
Wazoo117
15
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Joined: 11th Dec 2008
Location: Coarsegold, CA
Posted: 3rd May 2009 21:21 Edited at: 3rd May 2009 21:22
Right, here is the stock gunspec for the "Shorty" Shotgun:

;Shorty weapon spec

;GUN Model File Requirements

;GUN Settings

muzzleflash = 64
muzzlesize = 40
brass = 1
smoke = 1
second = 0
damage = 15
damagetype = 2
scorchtype = 3
reloadqty = 3
iterate = 8
accuracy = 20
range = 833

;GUN Visuals

textured =
effect =
transparency = 2
weapontype = 2

;GUN Sounds
sound1 = fire.wav
sound2 = reload.wav
sound3 = dryfire.wav
sound4 = cock.wav
sound5 =
fireloop = 0

;HUD muzzleflash position

horiz = 0
vert = 0
forward = -4
alignx = 5
aligny = -4
alignz = 25

;HUD animation frames list

keyframe ratio = 1
select = 0,25
Idle = 26,71
Move = 72,96
fire = 97,134
start reload = 135,135
reload loop = 135,184
end reload = 0,0
cock = 135,266
putaway = 267,291

;HUD sound frames list

soundframes = 2
sframe0 = 135,2
sframe1 = 115,4

And here is the stock gunspec for the Sporting 12:

;Sporting12 weapon spec

;GUN Model File Requirements

;GUN Settings

muzzleflash = 64
muzzlesize = 60
brass = 0
smoke = 1
damage = 10
damagetype = 2
scorchtype = 3
reloadqty = 6
iterate = 4
accuracy = 15

;GUN Visuals

textured =
effect =
transparency = 2
weapontype = 2

;GUN Sounds

sound1 = fire.wav
sound2 = reload.wav
sound3 = dryfire.wav
sound4 = putaway.wav
sound5 =
fireloop = 0

;HUD muzzleflash position

horiz = -1
vert = 0
forward = -2
alignx = 4
aligny = -2
alignz = 60

;HUD animation frames list

keyframe ratio = 1
select = 0,22
Idle = 23,67
Move = 68,92
fire = 93,99
start reload = 100,116
reload loop = 117,237
end reload = 238,252
Cock = 253,296
putaway = 297,316

;HUD sound frames list

soundframes = 5
sframe0 = 5,4
sframe1 = 100,2

"There are very few problems in life that cannot be solved by the proper application of high explosives"
Errant AI
18
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Joined: 24th Aug 2006
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Posted: 3rd May 2009 22:03
Here's your problem...

Shorty...

start reload = 135,135
reload loop = 135,184
end reload = 0,0
cock = 135,266

The start and end frameranges are bogus. There is also complete overlap of the reloading and cocking states.

You say it loads three shells with this one? If so, it's a canned reload like in MP9/10 shotguns. If visually it looks like three distinct stages occur in the animation, you can, with some trial and error break down what occurs in frames 135-184 (or 135-266) and part it out. Start by commenting-out the cock animation and that will tell you right away what the animations between 184-266 are.

Start reload should be transitioning from idle to before any cartridge is inserted.

Reload loop should be the loading of ONE cartridge.

End reload should be transitioning back to the idle pose.

Cock should be only cocking the weapon and depending on version/mod should only play if the weapon was totally empty before loading.

Sporting 12...

start reload = 100,116
reload loop = 117,237
end reload = 238,252
Cock = 253,296

This looks properly segmented to me. What's the problem with this one?
CoffeeGrunt
17
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Joined: 5th Oct 2007
Location: England
Posted: 3rd May 2009 22:39
Here's my Shorty Gunspec, the problem he's talking about is that the reload animation has 3 rounds loaded, so doing shotgun will load three rounds in the animation for everyone one that actually loads as ammo...

I fixed the animations mostly, the sound still doesn't work right, but I'm sorting that out too:

"Give a man a fish, and he'll eat for a day. Give a man a fishing rod, and he'll break it up into firewood...or swap it for a fish."
-Frankie Boyle, on Mock the Week

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Wazoo117
15
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Joined: 11th Dec 2008
Location: Coarsegold, CA
Posted: 3rd May 2009 22:47 Edited at: 3rd May 2009 22:56
Thank you so much for the detailed response! I will start messing around with it promptly.

The problem with the Sporting 12 is that when you hit the r key it looks normal, plays reload sound. But instead of the ammo count going up with each shell, it only goes up after the entire reload animation ends, then it does it 6 more times before actually having 6 rounds in the clip... If that makes any sense at all...

EDIT: Thanks CG, I just tried it out and I see what you mean, the end of the reload animation (right before it goes back to idle) is a little funny looking but, nontheless it works. Lemmie know when you get it working properly (if you do) either by posting or emailing me. I will try to work it out also.

"There are very few problems in life that cannot be solved by the proper application of high explosives"

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