(alt)zoommode=X fpsc's fake sniper scope.
(alt)decal=decanname if you set a decal here it'll show up in front of the weapon's model when a character equiped with the weapon fires it,
an example is the scifi character "AI", you can see the extra effect
created by the decal when AI fires his blaster.
(alt)flak=name(directory and model's name)
it basicaly defines the flak model shown when the weapon is fired, if you wish to know more, you gonna have to make a specific question.
(alt)lockcamera=x i guess it can be "very" usefull to make a turrent
(alt)decalparticle=1 are you aware of the new particle sys ? so, the
"stuff" were also implemented in the fpsc's gunspecs, this command
create a particled decal in the gun, when the weapon is fired, well
i guess it's just when the weapon is fired.
(alt)scorchtype= it's a texture represented by a number just like the damagemode, but in place of changing the kind of damage, it changes the bullethole texture that the bullet makes when hit a wall (or any static object)
about the range, 3 or 4 i guess, i'm not sure...
transparency= well this is realtive to a bunch of things, like, the texture format(just guessed =p) the shaders, bla bla, so the problem is that alot of things can interfere in this "invisible" effect.
i don't think the fpsc would read anything beyond 100, anything furter will be considered 100 i guess.
(alt)alignx= ohh please! what kind of question is that!
it align the muzzlefhash in the X imaginary line.
(alt)aligny= align with the y imaginary line.
(alt)align= now that's a valid question ! it's a tridimensional aligment, it basicaly takes the muzzleflash forward and backward.
the range of aligment of all of the aligns above is any number with six
digits.
(alt)muzzlesize= it uses the standart unit count of fpsc, but as model scaling of normal 3d objects, it depends on the earlier size of the object.
range= maximun fpsc's range (999999)
(alt)zoomalign x and y = no, this is a simplezoom aligment of the muzzleflash
altfrom= why does it care ?
well, instead answearing this question, i'll tell you what it does.
altfrom is used to get the gun "to" normal sight "fom" the ironsight.
altto=this is the inverse, it gets the gun "from" normal sight "to" ironsight.
(alt)keyframeratio hummm... intesting...
(alt)empty shotgun= d'you know the empty effect ? yes ? and the shotgun effect ? yep ? so what the hell ?!
now if you don't know any of them, i'll explain them to you.
the empty effect is used to make your weapon execute other animations while it has no ammo,you need to set useempty to 1 to turn the effect on or 0 to turn it off, once you've turned it on, you need to define the animations tha the empty state will use, like epmpty reload, empty run, you're getting it ? now the shotgun effect follows the same rule of the empty statement, 0 to "off" and 1 to "on", the shotgun effect is a animation destinated to semy automatic or pump action shotguns (thank to captain obvious for that one) i don't remember the animations but i remember that there are start, loop and end animations to be set, because of that loop animation that you can interrupt, the action of reloading the weapon can be inrerrupted by pressing the reload or the fire keys, the current ammo value during the reload will be kept, this is also possible because of the start, loop and end animations, with makes the rounds to be loaded one by one, too complicated ? no right ?
(alt)useempty explained above.
(alt)zoomto, zoomfrom= same as altto/front.
altsound, well i think that the guy that programed that is the one that can give us a light on that one, altsound1 is generaly related to the fire action.
fireloop, decreassing this value will make the fire sound loop interval to decreasse.
sound1 to 14 is related to soundframe, that is related with the animation
example:
Quote: " sound1 = fire.wav
sound2 = reload.wav
sound3 = dryfire.wav
sound4 = zoom.wav
sound5 = reload_separate.wav"
related to
Quote: "soundframes = 4
sframe0 = 76,1
sframe1 = 139,2
sframe2 =88,5
;sframe3 = 110,5
;sframe4 = 95,5"
that is related to any animation you want, you need to set the animations in here:
sframe0 = "76",1
sframe1 = "139",2
sframe2 = "88",5
;sframe3 = "110",5
;sframe4 = "95",5
and the related sound to
Quote: "sframe0 = 76,"1"
sframe1 = 139,"2"
sframe2 =88,"5"
;sframe3 = 110,"5"
;sframe4 = 95,"5""
the numbers 1,2 and 5 are the sounds specified in sound1, sound2 and sound5.
well, i hope it helps =D
mods for creating a inteligent game,at least