Colt 45 :
;colt45 weapon spec
;GUN Model File Requirements
;GUN Settings
muzzleflash = 4
muzzlesize = 35
brass = 1
smoke = 1
second = 1
damage = 25
damagetype = 1
scorchtype = 0
reloadqty = 6
iterate = 0
accuracy = 2
;GUN Visuals
textured =
effect =
transparency = 2
weapontype = 1
;GUN Sounds
sound1 = fire.wav
sound2 = reload.wav
sound3 = dryfire.wav
sound4 = cock.wav
sound5 =
fireloop = 0
;HUD muzzleflash position
horiz = 0
vert = 2
forward = -2
alignx = 5
aligny = -2
alignz = 20
;HUD animation frames list
keyframe ratio = 1
select = 0,9
Idle = 10,38
Move = 39,53
fire = 58,63
reload = 64,88
cock = 89,101
putaway = 102,111
;HUD sound frames list
soundframes = 3
sframe0 = 54,1
sframe1 = 64,2
sframe2 = 91,4
Tommy gun :
;tommygun weapon spec
;GUN Model File Requirements
;GUN Settings
muzzleflash = 1
muzzlesize = 50
brass = 1
smoke = 1
second = 0
damage = 5
damagetype = 1
scorchtype = 1
reloadqty = 30
iterate = 1
accuracy = 15
;GUN Visuals
textured = gun_D2.tga
effect = effectbank\BumpCubeReflectAlpha\BumpCubeReflectAlpha.fx
transparency = 2
weapontype = 2
;GUN Sounds
sound1 = fire.wav
sound2 = reload.wav
sound3 = dryfire.wav
sound4 = cock.wav
sound5 =
fireloop = 1500
;HUD muzzleflash position
horiz = 0
vert = 0
forward = -3
alignx = 4
aligny = -2
alignz = 25
;HUD animation frames list
keyframe ratio = 1
select = 0,9
Idle = 10,38
Move = 39,53
Start fire = 54,56
automatic fire = 57,64
end fire = 65,70
reload = 71,99
cock = 100,115
putaway = 116,124
;HUD sound frames list
soundframes = 3
sframe0 = 57,1
sframe1 = 76,2
sframe2 = 98,4
When I did the test for you once before the these two weapons did two different things. The colt 45 would cause the firing sounds and the tommy did not. These are their gunspec files. I do not see much of a difference in the other than one has model pack 6 hands and the other does not. I just know that if you watched the colt as you are walking the hammer would move as if it were firing in fm v1.0. Now if I just use the v1.16, the hammer does not move while walking nor do you hear the firing sounds. The tommy never changed in either one. Go figure. Hope this helps. Sorry I am being lazy about this today, but I have just been plowing snow since 3 o'clock this morning finished around 1 this afternoon and I am getting ready for another wave of snow and ice. So this will be my last post for tonight. I really do hope the info I gave you helps, but it seems as I am runnig a little low on coffee and need to hit the hay, so good luck.
EDIT: I know I said that I was not going to post again tonight, but I thought I would share this and maybe you can locate the problem faster. I changed the colt's fire sound frame to "57,1" just like the tommy and what do you know, it worked. For whatever reason your mod is wanting to fire a loaded weapon whether or not you pull the trigger, but if you run out of ammo it still continues to use those sounds. It also tries to run the animation of that weapon. Now I did a short test of this and found that EAI's weapons are made to run perfectly with this mod or atleast the airmod and s4's mod, but the others seem to have glitches, not all of them thought just certain ones, mostly packs 5&6 and some custom, but I am not fully sure of all the weapons. I hope this little edit helps.