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FPSC Classic Models and Media / Problem in RPG Weapon ...

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Saker
18
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Joined: 6th Apr 2006
Location: Egypt
Posted: 3rd Oct 2006 16:54 Edited at: 22nd Dec 2006 13:15
I have problem in RPG weapon Because there are two Cases to walk >one appear with the ammo ,and anthor with out ammo
i hope u get it
Errant AI
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Joined: 24th Aug 2006
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Posted: 3rd Oct 2006 17:07 Edited at: 3rd Oct 2006 19:08
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:




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

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Errant AI
18
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Joined: 24th Aug 2006
Location:
Posted: 3rd Oct 2006 19:23
Here's the .3DS of the test file if anyone is interested.

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Saker
18
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Joined: 6th Apr 2006
Location: Egypt
Posted: 4th Oct 2006 15:13
Quote: "Start fire = 54,92
-inserts grenade, grenade moves away from launcher 2 frames before it dissapears on frame 92."

aha >>>> here was the problem...you have good ideas ...
thank you very mauch
..

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