Part 2: The gunspec in more detail.
Ok, so now you should be familiar with what an FPSC weapons should have. The next part if the tutorial will cover the "Gunspec.txt" file. This is important, it controls everything about your gun, the animation frames to the damage it gives out, so if you want to import your own gun then you should definitely read this.
Ok, so from the top, I will go through all the variables and how they effect the behaviour of your weapon.
first one
;GUN Settings
Muzzleflash:
There are seven muzzle flashes that come with FPSC. They are all in a folder 1 to 7. If you create your own muzzle flash they must be in .DDS format and be included in the muzzeflash directory. The muzzle flash is positioned on an object by a bone called "FIRESPOT" that you should include at the end of the barrel when you come to model your gun. The "FIRESPOT" bone also makes the yellow light appear around the gun when you fire.
muzzlesize:
This is simple. It just tells FPSC how big to make your muzzleflash. Standard size is around 35 but any size will work as long as it is sensible.
brass:
Like the muzzleflash brass relies on a bone called "BRASS". In real life the cartridge contains the powder and the projectile, so when you shoot a gun (if it's semi/fully automatic) after the bullet is fired the "empty" shell casing will be extracted. Again, you don't need to have brass but shell casings flying out of a gun makes it fun to shoot. FPSC contains shell casing models for a pistol, rifle and shotgun (1, 2, 3)
smoke:
If your gun will have smoke then give it a 1 for yes. I think smoke needs a bone "SMOKE" in the gun model but I'm not sure.
second: (MORE INFO COMING SOON)
Damage:
this is how much damage the gun will dish out after each shot. An objects strength or an enemy's health will be subtracted by the damage that a certain gun gives out. Adjust to suit your type of weapon (pistol=low damage, shotgun+high damage)
Damagetype:
What type of damage does this weapon cause? Say shotgun will force the enemy to fall down if shot once, before he gets back up, well this is how you define that.
scorchtype: (MORE INFO COMING SOON)
reloadqty:
self-explanatory. This is how many rounds the gun will fire untill you have to reload, i.e how many rounds the magazine contains. 0 will give the gun unlimited ammunition.
iterate:
This tells the gun how many "bullets" to fire per shot. A shotgun for example in real life would shoot a lot of tiny pellets as opposed to a single 5.56 mm bullet.
accuracy:
This sets the default accuracy of the gun. Most of the gunspec values can be changed within FPSC by right clicking the gun pickup entity. 0 means deadly accurate (sniper rifle perhaps) and the higher the value the less accurate it becomes (shotgun)
zoommode:
certain weapons will have a scope like a sniper rifle for instance. just give this a value of 1 and it will use the "scope1.dds" file as a scope image when you right click, mid-game.
range:
If you ever wanted to have a melee weapon for FPSC then this is the closest you will get. If you set the range as 50 then the weapon will behave similiar to a melee weapon. As always, the higher the value the further (farther?) the projectile will be able to go.
I'm feeling like a lazy sod at the moment so I'll do the rest later.