Did you mess with any of the things I suggested in the other thread yet?
edit: Ok I just tried it. Discard only works if "weaponisammo=1"
Otherwise, after you fire your last grenade, it skips the reload animation and reappears after you are out of ammo.
I don't think it can be done because fpsc doesnt support an empty weapon state.
About the closest you can get is where the launcher is allways empty and only loads the RPG into the tube as part of the firing animation. There would be a noticable delay between when the player clicks the fire button and the grenade launches off
It could be done that way and would be sort of an interesting gameplay mechanic IMO because you would have to be in the open for a bit while you prepare to fire and keep the target in sight while the animation plays out.
edit#2:
Attached is a short demo test video of what I've described in action. Model and anims are crude because this is only a test!
gunspec:
;RPG weapon spec
;GUN Model File Requirements
;GUN Settings
muzzleflash = 4
muzzlesize = 100
brass = 4
smoke = 1
flak = moderndayRPG
damage = 0
damagetype = 0
scorchtype = 4
reloadqty = 1
weaponisammo = 0
iterate = 0
accuracy = 0
zoommode = 1
;GUN Visuals
textured =
effect = effectbankBumpCubeReflectAlphaBumpCubeReflectAlpha.fx
zoomscope = scope1.dds
weapontype = 5
;GUN Sounds
sound1 = fire.wav
sound2 = reload.wav
sound3 = dryfire.wav
fireloop = 10000
;HUD muzzleflash position
horiz = 3
vert = -2.25
forward = 6.25
alignx = 9
aligny = -10.5
alignz = 90
;HUD animation frames list
keyframe ratio = 1
select = 0,9
Idle = 10,38
Move = 39,53
Start fire = 54,92
end fire = 92,100
reload = 101,110
putaway = 111,120
;HUD sound frames list
soundframes = 4
sframe0 = 92,1
sframe1 = 54,2
Animation breakdown:
select = 0,9
-no grenade
Idle = 10,38
-no grenade
Move = 39,53
-no grenade
Start fire = 54,92
-inserts grenade, grenade moves away from launcher 2 frames before it dissapears on frame 92.
end fire = 92,100
-no grenade. recoil impulse.
reload = 101,110
-no grenade. settles back to idle position.
putaway = 111,120
-no grenade.
Hope this helps.
edit#3: LOL
Don't include "reload" because the anim wil pop after you are out of ammo. Instead, do the settle back to idle position bit as part of "end fire".
-EAI