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FPSC Classic Models and Media / Model Requirements for Headshot to work?

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D0MINIK
17
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Joined: 18th Mar 2009
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Posted: 9th Oct 2011 15:19 Edited at: 9th Oct 2011 15:21
Hi there community

I got the following problem: I'm trying to get a custom character to use the headshot fpi command so I can place headshots like on the standard FPSC characters.

The character uses a modified standard FPSC skeleton, but for some reason, the headshot command won't work for my model. To make it clear: If I place ColonelX and my model side by side, using the same appearwithheadhot.fpi script, then I can place deadly headshots on Colonel X, but not on my character.

The weird thing is, I can rotate the head of my character via script, so the head bone seems to be addressed correctly... so why is the headshot command out of order for my character???

And, what are the requirements for a character model to accept the headshot command? It has to do something with the model since there is almost no difference in the .fpe files, the scripts are the same, yeah... as already stated.

Looking forward to your answers,

- Dominik
Wheatleyy
15
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Joined: 1st Jan 2011
Location: Look to your right...
Posted: 10th Oct 2011 01:12
Could it be because of the animations imncluded in your character, does it have a "headshot" animation. I presume your talking about hit zone detection?

D0MINIK
17
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Joined: 18th Mar 2009
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Posted: 10th Oct 2011 01:28 Edited at: 10th Oct 2011 01:29
Thanks for your answer, Wheatleyy

Ehhm no, it was a problem with the .fpe file limb entries, was being helped here (posted it on Media board as well after a time because at one point I thought it was rather a media and not scripting problem... explained in the thread as well...):

Solution here.

Nevertheless, thanks again
Wheatleyy
15
Years of Service
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Joined: 1st Jan 2011
Location: Look to your right...
Posted: 11th Oct 2011 00:58
no problem, happy to help!
Check out "Project Dust" on the Fpsc Chat section of the forums and tell me what you think! Much Appriciated,

Wheatley

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