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FPSC Classic Models and Media / Weapon creation Via copy

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8thsinner
16
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Joined: 3rd Jun 2009
Location:
Posted: 10th Jun 2009 06:09
Now I am pretty sure this is possible, I just have no idea how to go about doing it.
First off though, for some wierd reason I am restricted to using only update 1.0. All of the others crash on me for some reason.

I have been trying to make a new version of military weapon M107, pack 10. For several reasons.
I like the gun but it doesn't seem to work right as a sniper weapon.
Compared to say the ww2 snipers "mas"

The m107 in the military pack seems never to shoot or leave bullet holes beyond a certain range.
I think it might be because of the different styles of setting up involved with each entity.

I have a few of the free tools from the sticky link, so I can import the model.x, add texture of what ever I want, but the fpe etc are beyond me.

Can someone please tell me how to go about this?

can I copy paste and edit another set of files from say the "mas" or what?

I am only getting used to this program and want to get my guns and stuff right before I try to tackle the magic of scripting,

Also I have the community manual but theres nout in it that I can see for redoing weapons.

Thanks
Errant AI
18
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Joined: 24th Aug 2006
Location:
Posted: 10th Jun 2009 15:24
Just add to gunspec.txt of the M107:
range=50000
or some super-high number to make is shoot further.
Check first that there isn't allready a range attribute with a low number being used. That will affect how far the "bullet" can go.

I think that will work in v1.0 but I'm not totally certian. It's worth a try.
Doomster
17
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Joined: 8th Nov 2007
Location: Germany
Posted: 10th Jun 2009 15:40
Quote: "for some wierd reason I am restricted to using only update 1.0"

I'd say it's due to an obsolete DirectX9 version, install the newest available setup and see If it runs then.

Good luck.

Opposing force
19
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Joined: 10th Aug 2005
Location: England
Posted: 10th Jun 2009 17:48
True dat.

music is like candy - you throw away the rappers
8thsinner
16
Years of Service
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Joined: 3rd Jun 2009
Location:
Posted: 10th Jun 2009 20:20
It's true I get a direct x error when I try to use updates, but I think my version of Xp, which is basically heavily reg stripped is also causing problems.
If I can get my self a new system I expect proper XP to take it okay.

I'll test that range thing now,
Under the accuracy number...?
some kid
17
Years of Service
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Joined: 28th Nov 2007
Location: in UR room, stealin\' UR stuff
Posted: 10th Jun 2009 23:06
Quote: "Under the accuracy number...? "

set it to 0 and you'll never miss.

in the name of epic video games, I post this
http://www.youtube.com/watch?v=BhZQEvg1V0Y
8thsinner
16
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Joined: 3rd Jun 2009
Location:
Posted: 11th Jun 2009 00:27
Well I do believe the actual gun firing a mile to a baked bean tin, however were going to be running around a lot more than that sort of stillness requires so I will leave accuracy at 2. As long as the range is done I am happy

BUT...
What it comes to other weapons, how do you go about changing the reloading speeds and rates of fire, This is easy enough for an entity cause it's in the properties. but .fpi weapons, don't seem to show it.

it's got a speed setting which I tried changing but it seems ot make not a bit of difference to anything???
BMacZero
19
Years of Service
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Joined: 30th Dec 2005
Location: E:/ NA / USA
Posted: 11th Jun 2009 02:26
The reload rate and rate of fire are entirely dependant on the lengths of their respective animations. You'd need to re-animate the model or just cut out some of the frames.



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

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