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FPSC Classic Models and Media / Custom Weapon - Flak/Projectile Questions

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BMacZero
19
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Joined: 30th Dec 2005
Location: E:/ NA / USA
Posted: 7th Jun 2009 18:52
Hi, I've got two quick questions I can't figure out, hopefully someone can help me out here:

1.) What controls the position a projectile starts at? (E.G. the rockets launched by the bazooka appear off the the right of the screen, where its muzzle is).

2.) Is it possible to delay the fire sound and the creation of the projectile so they don't occur instantly when the user clicks the mouse?

Thanks!



Diggsey: I have a spine and memory, but one memorable guy says he hates me. What am I?
Aaagreen
17
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Joined: 4th Sep 2007
Location: City 17
Posted: 7th Jun 2009 19:11 Edited at: 7th Jun 2009 19:14
Well, for the fire sound, you can adjust that in the "GUN Sounds" and the "HUD sound frames list" areas. All you have to do is assign a sound to a number in the "GUN sounds" bit, I.e;

sound1 = SOUND NAME

And in the "HUD sound frames list", simply type the frame number you would like to assign the sound to. I.e;

sframe0 = FRAME NUMBER,1

As for the flak/projectile, I think it is shot from the FIRESPOT bone. Dont quote me on that though.

BMacZero
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Posted: 7th Jun 2009 19:23 Edited at: 7th Jun 2009 19:32
I tried the HUD sound frames, but it appears that the sound is played at the beginning of the fire animation no matter what - putting a frame just made it play twice (once at the beginning, once when it was supposed to).

Quote: "As for the flak/projectile, I think it is shot from the FIRESPOT bone. Dont quote me on that though."

That makes sense. I'll see if I can try that.
EDIT: Indeed it is, that worked great.

Thanks!



Diggsey: I have a spine and memory, but one memorable guy says he hates me. What am I?
Errant AI
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Posted: 7th Jun 2009 19:31 Edited at: 7th Jun 2009 19:37
1.The projectile originates from the muzzleflash alignx,y,z co-ords. (however you need to have a FIRESPOT limb present for those settings to be noticed- FPSC doesn't actually care about the position of this bone in HUD weapons, just checks if it is present)

2.The correct way to sync function, animation and sound timing is to use start fire and end fire animations vs. the basic fire animation (which will instance the projectile and trigger the sound on the first animation frame). At the conclusion of the startfire animation, the flak projectile will be instanced, muzzleflash drawn and the sound will be triggered. As long as fire.wav is specified as sound1, the fire sound does not need to be soundframed (and it shouldn't be soundframed or else it will sometimes play twice/overlap although you can put it in soundframe0 which seems to be ignored in most versions of FPSC).
BMacZero
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Posted: 7th Jun 2009 19:35
Quote: "The correct way to sync function, animation and sound timing is to use start fire and end fire animations vs. the basic fire animation "

Okay, I'll check into those.

Thanks all!



Diggsey: I have a spine and memory, but one memorable guy says he hates me. What am I?
Errant AI
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Posted: 7th Jun 2009 19:39
It's very simple to set up. If, for example, your fire animation is frames 100-120 and you want the trigger to happen on frame 105, just replace:

fire = 100,120

with

start fire = 100,105
end fire = 106,120
BMacZero
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Posted: 7th Jun 2009 19:45
Oh, I didn't even think of that, I was going to go and add in a new animation .

Off to try that...



Diggsey: I have a spine and memory, but one memorable guy says he hates me. What am I?
BMacZero
19
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Location: E:/ NA / USA
Posted: 7th Jun 2009 23:48
Okay, aside from some minor frustration when I forgot the space between "start" and "fire", everything seems to be working great. All that's left now is the texture .

I have one last minor question. Now that I've placed a FIRESPOT bone, is there any way to get rid of the muzzleflash? I got rid of the image by setting its size to 1, but I still get that flash of light whenever I fire the weapon...not too big a deal, but a bit out-of-place considering the weapon is a toaster .



Diggsey: I have a spine and memory, but one memorable guy says he hates me. What am I?
djmaster
User Banned
Posted: 8th Jun 2009 18:58
Position the muzzleflash waaaaay back in the gunspec.

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Errant AI
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Posted: 8th Jun 2009 19:37
Quote: "Position the muzzleflash waaaaay back in the gunspec."


Or way down, to the left or right.

You can get rid of the muzzle flash light by adding under ;GUN Settings:

MUZZLECOLORR = 1
MUZZLECOLORG = 1
MUZZLECOLORB = 1

I don't think this tiny amount light can be perceived by the player unless you have a totally zero-ambient environment and their monitor is tightly calibrated. You can not use a 0,0,0 value because that resets the light to the default yellow color.
BMacZero
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Joined: 30th Dec 2005
Location: E:/ NA / USA
Posted: 9th Jun 2009 01:54
Quote: "You can get rid of the muzzle flash light by adding under ;GUN Settings:"

Sounds good!

I can't just reposition it because that would reposition the location the projectile projects from also.

Okay, that should finally be all the kinks worked out



Diggsey: I have a spine and memory, but one memorable guy says he hates me. What am I?

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