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FPSC Classic Product Chat / I noticed something on the TF141 M249!

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The Nerevar
16
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Joined: 19th May 2010
Location: Vvardenfell
Posted: 2nd Aug 2012 00:12
I noticed that when the gun's ammo gets to ten, you can see the last of the bullets in the belt move into the gun, and you can see the end of the belt!I thought this was awesome! but when I looked into the gunspec, I didn't see any command that made this work! If anyone can help me with this, it'll open up a new Idea for weapons for FPSC!

I'm familiar with this, but I'm still learning!
The Nerevar
16
Years of Service
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Joined: 19th May 2010
Location: Vvardenfell
Posted: 2nd Aug 2012 08:16 Edited at: 2nd Aug 2012 08:19
here are pics to show what I'm talking about:

before:

http://imageshack.us/photo/my-images/850/snapshot2q.png/

After:
http://imageshack.us/photo/my-images/850/snapshot3ny.png/

I'm familiar with this, but I'm still learning!
Wolf
18
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Joined: 8th Nov 2007
Location: Luxemburg
Posted: 2nd Aug 2012 09:17
Quote: "bullethidemod = 1
bullethidestart = 13
bullethidereset = 150
bulletlimbtotal = 13
"


These commands might help you

"This thread has been locked for the following reason: Too much EPIC" - Thraxas
The Nerevar
16
Years of Service
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Joined: 19th May 2010
Location: Vvardenfell
Posted: 2nd Aug 2012 09:25
Thank you very much! Can you explain how they work? I'm just wondering.

I'm familiar with this, but I'm still learning!
Errant AI
19
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Joined: 24th Aug 2006
Location:
Posted: 3rd Aug 2012 08:15
bullethidemod = 1 tells FPSC to activate the feature.

bullethidestart = X tells FPSC at which point to start hiding the meshes. In the M249 it starts hiding bullets when 13 are left.

bullethidereset = X is the animation frame to reset visibility for the mesh objects. Generally this would be at some point durring the reload animation. For the M249, that is frame 150. There is currently a limitation where you can not reset visibility if you have multiple reload animations (tac. reload and empty reload).

bulletlimbtotal = X The total number of meshes used for ammo visibility. The meshes must follow a strict naming convention to be recognized by FPSC. BULLET01, BULLET02, etc.

Things to keep in mind...

The engine technically doesn't hide the mesh it just scales it to a really small size. This means that if you have another mesh(es) linked to a bullet, they too will be scaled. Hierarchy ordering is important for belted ammo.

It is possible for ammo vis to become out of sync if you are at the end of your carried ammo and you reload a quantity less than the limb total.

The system can be used for all sorts of things. I used this system for my ammo counter test. The video was done in an alternate FPSC build that had an experimental vis fix for multiple reloads and chambered round support but it caused problems with the SAW and the change was rolled back but you get the idea. I plan to use the feature a lot more in a future pack.
The Nerevar
16
Years of Service
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Joined: 19th May 2010
Location: Vvardenfell
Posted: 3rd Aug 2012 08:35 Edited at: 3rd Aug 2012 08:37
that is the coolest thing ever! that gives me an idea for my own pack!

how would I apply it to a weapon model?
do I need a special name for the bones n the bullets?

I'm familiar with this, but I'm still learning!

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