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FPSC Classic Models and Media / Who wants a FREE copy of weapon creator?

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code master
20
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Joined: 4th Dec 2003
Location: Illinois
Posted: 20th Dec 2005 03:49 Edited at: 20th Jan 2006 15:56
OK, so some of you have heard about Weapon Creator. Anyway, for a loooonnnggg time iv'e been trying to figure out all of the properties in the ".fpe" "gunspec.txt" and "flakspec.txt" files. But, it is really hard, as i still don't have FPSC . So, heres what i'm going to do. For every person that can show what a property means or if it is even used(within some reasonable limits .) gets their name put on a list. If they confirm 4 settings, then they get a free copy of Weapon Creator . And, even if you don't know three, it would still be worth it to post , because i'm sure if everyone compared notes, we would have figured out like 90% of the settings.

<edit>
These settings have to be Confirmed. By confirmed i mean two or more people have sucsesfully used it in game. This is because that most of the settings don't work exactly right.</edit>

means supposed to exist
each represents a vote
two votes for on a setting will take a setting from to confirmed state. represents a vote for "not used". 2 not used votes send it out of here .
Ok, here are the settings:

scale = x : gun model scale
spawnmax = x : # of spawn times
spawndelay = x : delay in X between spawns
spawnqty = x : qty of weapons per spwan
smoke = x : smoke decal
dammage = x : dammage done by the gun
scorch type : bulet hole decal
reload quantity : number of bullets per clip
iterate : amount of clips in gun picked up
accuaracy : 0 to 100


confirmed settings:

1.)"zoommode= 0 or 1"

"zoommode=1" means your weapon has a scope and "zoommode=0" means no scope

2.)"muzzleflash=1 to 7"

"muzzleflash=2" sets the gun muzzle-flash to "gamecore muzzleflash flash2.dds"

3.)"muzzlesize=x"

this controlls the size of the muzzle flash.
I think it works in %. So, "muzzlesize=50" really means its 50% smaller.




more later,

later

Sunflash
19
Years of Service
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Joined: 28th Jun 2005
Location: Seattle, Wa
Posted: 20th Dec 2005 04:27
Yes! I would REALLY like to know ALL the properties! It wouls be SO nice!

Heres some stuff for .FPE files:

"scale = x" the X tells how large you want your model to be. Replace it with a number. The smalest number you can have is 0. Tha largest is unknown to me because I havn't really tested. but it goes pretty high. I think the max is infinity, but could be wrong.

"spawnmax = x" the number of times you want the entity to spawn.

"spawndeley = x" the time amount before the next swpawning. If you set it to 500, then it will take 500 time units before the next spawning. This intertwines with the command above (spawnmax). If you set spawnmax to 5, and spawn deley to 3, then everytime 3 time units goes by, the entity will spawn another entity. But after this process happens 5 times, it dosn't spawn anymore.

"spawnqty = x" this command is the number of quantity of the items that will spawn everytime it spawns. If you set the X to 5, and the spawnmax to 2, and the spawndeley to 100, then if 100 time units went by, 5 of the entitys this command is used on will be spawned.
Then after another 100 units of time, it would again spawn another 5 entitys. After the first 2 spawnings, it wouldn't spawn anymore because we set the spawnmax to 2, which as I said, means that the entity will only respawn twice.

NOTE: Several times I said "time units". This is because I don't know what time units is used for the .fpe files. The manual says, I'm just o lazy to check. It's a bit complex, the closer you are to the object, the slower the time goes, the farther you are away from the object, the faster the time goes. Also, there is (I believe) a command to show how many of the said object you want to exist at a time, so if you set it to 1, then after the item respawned once, it wouldn't respawn again until its either picked up, or destroyed.

Hope this helps
If I have time later, I'll do more.
-Sunflash

When FPSC develops enough, lets make a Redwall game!

=ChrisB=
19
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Joined: 23rd Jun 2005
Location: starring into a viewfinder
Posted: 20th Dec 2005 04:47
Muzzleflash: The type of muzzleflash that is displayed.
muzzlesize: I belive this is the size of the muzzleflash.
smoke: The smoke decal that is displayed.
second: don't know, sorry.
dammage: well isnt it obvious? the amount of dammage dealt.
dammage type: not sure, maybe the debres?
scorch type: i belive it is the bulletthole displayed.
reload quantity: no duh, but it is the amount each clip holds.
iterate: the amount of clips in the initial weapon bickup.
accuaracy: how accurate the weapon is. 0 is alwase true (on the crosshair), 100 is, uh, way shizzy.
zoommode: weather it has a scope or not.


sorry, thats all i can type for now.

Chris: Oh god it feels good to be outta the F**king shoos!
Sterling: I know! It feels good to be outta these cloths too!
Sunflash
19
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Joined: 28th Jun 2005
Location: Seattle, Wa
Posted: 20th Dec 2005 06:31
Quote: "zoommode: weather it has a scope or not"


Yes, and just for all the Newbies, FPSC uses the "true/false" code thingy, you type "1" for "true" and 0 for "false". so, if you wanted a scope, you would type,

zoommode = 1

-Sunflash

When FPSC develops enough, lets make a Redwall game!

Les Horribres
19
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Joined: 20th Nov 2005
Location: My Name is... Merry
Posted: 22nd Dec 2005 00:19
time units are 30*seconds...
if you are directly infront

15 is modest distance

Anti-Noob Justice League, an ANJL of Mercy.
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Les Horribres
19
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Joined: 20th Nov 2005
Location: My Name is... Merry
Posted: 22nd Dec 2005 00:19 Edited at: 22nd Dec 2005 00:19
null

Anti-Noob Justice League, an ANJL of Mercy.
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someonerules
19
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Joined: 12th Oct 2005
Location: In your closet.
Posted: 22nd Dec 2005 02:11 Edited at: 22nd Dec 2005 02:59
Second is time inbetween fires isn't it? i haven't really ever done anything with guns though. more or less a guess...=ChrisB= told you nearly everything lol nothing left for anyone else!
code master
20
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Joined: 4th Dec 2003
Location: Illinois
Posted: 31st Dec 2005 13:22
Thanks guys! Please keep the awnsers rolling in, To keep *Weapon Creator* alive

later

incense
18
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Joined: 25th Nov 2005
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Posted: 3rd Jan 2006 07:38
Here are some setting per the manual.

aiinit = appear1.fpi (governs spwan conditions)
aimain = people\cautious.fpi (governs behavior)
aidestroy = destroy\fadecorpse.fpi (governs what happen when destroyed)
aishoot = people\cover.fpi (governs shooting behavior)
soundset = robotic (governs the sound the entitity makes)

;spawn
spawnmax = 0 (governs the max number time to spawn)
spawndelay = 0 (governs the delay before spawn)
spawnqty = 0 (governs how many spawn at once)

;orientation
model = AI.X (governs the 3D model used)
offx = 0 (governs offset of the x axis)
offy = 0 (governs offset of the y axis)
offz = 0 (governs offset of the z axis)
rotx = 0 (governs angle on the x axis)
roty = 0 (governs angle on the y axis)


Hope this helps.

Even the person that knows the most started out a novice with many questions. Patients and tolorance are the keys to the passage of knowledge. We all have something to learn.
code master
20
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Joined: 4th Dec 2003
Location: Illinois
Posted: 12th Jan 2006 16:04
Ok, changed th original post a bit confirmed 3 settings, ect.

later

Nick T
18
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Joined: 14th Jan 2006
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Posted: 14th Jan 2006 14:57
ok just download the trial version, you get the manual in .pdf format, it has all you want to kno, i think.
code master
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Location: Illinois
Posted: 17th Jan 2006 22:14
Thats most of what you need to know, but lots of the settings are:

changed
not used

ect.

later

Hugzmeister Games
18
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Joined: 5th Dec 2005
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Posted: 18th Jan 2006 05:31
iterate: extra bullet streams
damage: the amount of damage dealt
accuracy: 0-100, 0 being deadly accurate and 100 being wildly innacurate.
zoommode: 1 = scope, 0 = no scope

''
__
00
code master
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Location: Illinois
Posted: 19th Jan 2006 00:04 Edited at: 19th Jan 2006 00:04
Thanks! Are you voting for those to be confirmed?

later

Sunflash
19
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Joined: 28th Jun 2005
Location: Seattle, Wa
Posted: 19th Jan 2006 00:21
Quote: "damage: the amount of damage dealt
accuracy: 0-100, 0 being deadly accurate and 100 being wildly innacurate.
zoommode: 1 = scope, 0 = no scope"


Yup, I'll confirm those

When FPSC develops enough, lets make a Redwall game!

code master
20
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Joined: 4th Dec 2003
Location: Illinois
Posted: 20th Jan 2006 15:58 Edited at: 20th Jan 2006 15:59
1.) edited the original post
2.) bump
3.) Now im ready for some major work to be done on WC! yea!!!

@everybody,

please post/confirm/ lots of settings!

later

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