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.