Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Scripts / Weapon type?

Author
Message
incense
18
Years of Service
User Offline
Joined: 25th Nov 2005
Location:
Posted: 14th Apr 2007 17:42 Edited at: 14th Apr 2007 19:53
I made a axe and want to difine the weapon type in the weapon spec file.

I looked through the manual.
I looked through the FPSC Hints and Tips.
I looked throught the forum.

I can find no list of weapon type numbers.

Can someone please tell me precisely where they are?

Also I animated the axe and cant get the animation to work.

Here is the animation set from the .x file:



Here is the gunspec file for the axe the I am using:


Can someone tell me what Im not doing correctly?

The person that now knows the most started with many questions. Patients and tolorance are the keys to the passage of knowledge. FPSC is Getting better. Now if we can just keep the ball rolling.
vorconan
18
Years of Service
User Offline
Joined: 4th Nov 2006
Location: Wales
Posted: 14th Apr 2007 20:22
First of all, why would you want to define the weapon type? where did you get the idea that you could do that? And second, i dont think the animation set in the .x file will do anything to help us work out the problem sorry. I think you may need to have the rest of the animations too, or at least type the animation set names down in the gunspec

evil lies within all of us...we just don't know it yet

www.freewebs.com/3dfpsc
incense
18
Years of Service
User Offline
Joined: 25th Nov 2005
Location:
Posted: 14th Apr 2007 22:55
What you see is what there is. there is only one animation. It is in the gunspec. That is what I posted in the code boxes. The weapon type is defined in the gunspec. Anyone that looks at what I posted can see what I mean. Also dont take my word for it check your own ginspec files.

Quote: "First of all, why would you want to define the weapon type?"


To tell the engine that it is a melee, projectile or other kind of weapon.

Weapon type as entered in the spec file:
Quote: "
weapontype = 1
"


Quote: "
where did you get the idea that you could do that?
"


Over the past 2 yrs I have learn little things about FPSC that are not in the manual. Ask around about this and you will see what I mean. I just cant remember the number codes fo the different types of weapons. I think there only 3 but I cant remember for sure.

Quote: "
I think you may need to have the rest of the animations too, or at least type the animation set names down in the gunspec
"


the name of the one and only animation that the weapon has is in the spec file it is set up such:
Quote: "
;keyframe ratio = 1
fire = 0,2
"



Quote: "
i dont think the animation set in the animation set in the .x file will do anything to help us work out the problem sorry
"


Looking at the animation set in the .x file will help know how many frames the animation has. If you know what to look for.


Animation as entered into an .x file:
Quote: "
AnimationSet x3dc_0 {


Animation Group_7 {
{Group_7}
AnimationOptions { 1; 0; }
AnimationKey {
2;
1;
0; 3; 5.00E+00, 0.00E+00, 5.00E+00;;;
}
AnimationKey {
0;
1;
0; 4; 1.00E+00, 0.00E+00, 0.00E+00, 0.00E+00;;;
}
}

Animation Group_8 {
{Group_8}
AnimationOptions { 1; 0; }
AnimationKey {
2;
1;
0; 3; 5.00E+00, 0.00E+00, 5.00E+00;;;
}
AnimationKey {
0;
1;
0; 4; 1.00E+00, 0.00E+00, 0.00E+00, 0.00E+00;;;
}
}

Animation Group_9 {
{Group_9}
AnimationOptions { 1; 0; }
AnimationKey {
2;
1;
0; 3; 5.00E+00, 0.00E+00, 5.00E+00;;;
}
AnimationKey {
0;
1;
0; 4; 1.00E+00, 0.00E+00, 0.00E+00, 0.00E+00;;;
}
}

Animation Group {
{Group}
AnimationOptions { 1; 0; }
AnimationKey {
2;
1;
0; 3; 5.00E+00, 0.00E+00, 5.00E+00;;;
}
AnimationKey {
0;
1;
0; 4; 1.00E+00, 0.00E+00, 0.00E+00, 0.00E+00;;;
}
}

Animation Group_10 {
{Group_10}
AnimationOptions { 1; 0; }
AnimationKey {
2;
1;
0; 3; -2.380943E+01, -8.803056E+00, 1.124269E+01;;;
}
AnimationKey {
0;
1;
0; 4; -1.629207E-07, 0.00E+00, -1.00E+00, 0.00E+00;;;
}
}
}

"


The person that now knows the most started with many questions. Patients and tolorance are the keys to the passage of knowledge. FPSC is Getting better. Now if we can just keep the ball rolling.
vorconan
18
Years of Service
User Offline
Joined: 4th Nov 2006
Location: Wales
Posted: 14th Apr 2007 23:29
i've seen it in the gun visuals now, I dont know why thats there. I would expect it to be in ;Gun Settings.

From scanning all the weapons in the stock gun folder, my assumption is that:

There is only a small pattern of your theory in my investigation, so my theory is that the different weapontypes are equal to different visual effects, though i would like someone to prove me wrong on this becuase it does seem slightly confusing at the moment.

evil lies within all of us...we just don't know it yet

www.freewebs.com/3dfpsc
incense
18
Years of Service
User Offline
Joined: 25th Nov 2005
Location:
Posted: 14th Apr 2007 23:45
I am not sure what you mean.

The person that now knows the most started with many questions. Patients and tolorance are the keys to the passage of knowledge. FPSC is Getting better. Now if we can just keep the ball rolling.
vorconan
18
Years of Service
User Offline
Joined: 4th Nov 2006
Location: Wales
Posted: 15th Apr 2007 00:13
I'm saying that the weapontype may have something to do with and alteration in the weapons shader properties maybe? or something else, im really not sure

evil lies within all of us...we just don't know it yet

www.freewebs.com/3dfpsc
incense
18
Years of Service
User Offline
Joined: 25th Nov 2005
Location:
Posted: 15th Apr 2007 16:26
I have no clue what you mean and am still in need of an answer to my question. If there is an answer in what you have said, I am sorry but, I dont see it. Thanks for the the effort. Is there anyone else that would like to offer some information?

The person that now knows the most started with many questions. Patients and tolorance are the keys to the passage of knowledge. FPSC is Getting better. Now if we can just keep the ball rolling.
Errant AI
18
Years of Service
User Offline
Joined: 24th Aug 2006
Location:
Posted: 15th Apr 2007 23:08
Weapon type only specifies how the VWEAP model is held by an NPC. Be it held in the pistol, rifle, shotgun/smg, shoulder launcher or heavy weapon poses. There are currently no melee weapon pose(s) or animations associated with melee in the stock characters.

The animation info you highlighted from the gunspec file pertains only to the HUD model and hooking up the animations shouild be self-explanitory.

Currently, for best results with a player-held melee weapon, you need to add a line to specify range with a value of 50-60. You will also need to modify bulletholes.dds or download something like my EAIscorchMOD so that your melee weapon does not leave unsightly bullet holes.

Hope this helps.
vorconan
18
Years of Service
User Offline
Joined: 4th Nov 2006
Location: Wales
Posted: 16th Apr 2007 11:02
That explains why it was in ;Gun Visuals, thanks EAI, that helped a lot.
incense
18
Years of Service
User Offline
Joined: 25th Nov 2005
Location:
Posted: 16th Apr 2007 15:15 Edited at: 16th Apr 2007 15:17
Sure cleared it up for me.

Since this has been cleared up, could a mod please lock this thread?

Thanks.

The person that now knows the most started with many questions. Patients and tolorance are the keys to the passage of knowledge. FPSC is Getting better. Now if we can just keep the ball rolling.

Login to post a reply

Server time is: 2024-11-23 14:49:17
Your offset time is: 2024-11-23 14:49:17