Third Party Tools / Segment AutoWelder for GG v2.0

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Super Clark
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Posted: 13th Mar 2016 23:56
Testing now so far working good, Great addition .x mate thank you for your excellent work and commitment to this
great little big app.
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Bored of the Rings
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Posted: 14th Mar 2016 07:18
@Super Clark-thanks, hope you get a lot out of the tool.

Looking into other segment types such as windows etc as the tool doesn't identify them and then revisiting dynamic entities for levels.
have a good day
M
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Bored of the Rings
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Posted: 14th Mar 2016 08:32
so I found that (and I should have known) some doors have multiple door frames, good example are the Kasseyus Space Derelict Access doors. I will need to update the code to handle this situation. Also, get the same issue as the vault door post sinking door fix. Doors, what a pain ha

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Super Clark
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Posted: 14th Mar 2016 11:25
Well I know the right man is on the job, also by the way would you be willing to add entity's ?
as I noticed a few of the old packs that lot of items are half way through the floor
like London Pack fire escape stairs sunk well into ground as well as other big items in
old scifi pack . Or will you need to make a new tool for that I do not mind paying
for that also.
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Posted: 14th Mar 2016 11:39
@Super Clark-I will be looking at entities-it may be that I will charge for entities and weapons as there is quite a lot more involved-we will have to see.
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Super Clark
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Posted: 14th Mar 2016 16:43
Ok Thanks, also is there anyway you could raise the height of some of the sci-fi segments
like > Maintenance Gantry (Corner) - Maintenance Gantry (Straight)
Maintenance Gantry (Deadend) as the base beams are sunk into floor in GG.

not to sure if any others as only just started doing platforms
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JC LEON
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Posted: 14th Mar 2016 17:42
Quote: "@Super Clark-I will be looking at entities-it may be that I will charge for entities and weapons as there is quite a lot more involved-we will have to see.
"


yes yes weapon and entites ...dynamic entities but most important characters...I pay for them all..... Characters... characters...characters..
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Posted: 16th Mar 2016 18:33 Edited at: 16th Mar 2016 18:34
been a bit busy this week, however, I fancied a change so started very very early code for the Weapon import/export tool from FPSC -> GameGuru. So far the program asks the user to configure the FPSC/GG installations which only has to be done once and saves a config file. Then loads in an FPSC weapon from directory. Not much to show yet but here is a very small pic. This is example only, so don't look too much into the screenshot.
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JC LEON
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Posted: 16th Mar 2016 18:50
shut up and take may money..!!!
supercool.. cant wait!!!
you are my hero..... no weapons and after characters.. please...

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Posted: 18th Mar 2016 21:07 Edited at: 18th Mar 2016 21:12
Having quite a lot of fun converting FPSC weapons so that they are compatible with GameGuru and there are a few things that need updating or replacing etc but work ok so far. Anyway, here a couple of pics for now.
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seppgirty
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Posted: 18th Mar 2016 22:07
Great job Michael. I will defiantly buy the character converter if you can make it.
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Posted: 18th Mar 2016 22:11
@seppgirty-thanks, no worries about the character converter, I will start that over the weekend, fancied a change from the segment/level tool. Will play around a bit more with weapons, character conversion then back onto segment/level stuff and tackle the dynamic entities (challenge and an 'alf that will be)

P.S. I see GG aint really progressed much......
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JC LEON
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Posted: 18th Mar 2016 23:22
i'll buy them too ..weapon converter and character converter as well..

i noticed from your pics that wapons you use are togher with original hand... it would be cool if we can import only weapons without the hand
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Posted: 19th Mar 2016 06:37 Edited at: 19th Mar 2016 06:52
@JC LEON-A weapon without a hand? ha - well I could certainly remove it as a user option if you really wanted - are you thinking vehicles or replacing the hand with your own ?
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Posted: 19th Mar 2016 07:28 Edited at: 19th Mar 2016 07:31
[edit-I need to rethink whether weapon tool will be free. the FPSC character/entity importer will most likely not be free]
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JC LEON
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Posted: 19th Mar 2016 10:12
Quote: "@JC LEON-A weapon without a hand? ha - well I could certainly remove it as a user option if you really wanted - are you thinking vehicles or replacing the hand with your own ? "


sorry fo my poor english...
i wanted to say if the weapons imported will be only weapons or weapons + hands sinc from your pics i se hat any weapon comes with its original hand
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Posted: 19th Mar 2016 11:16
@JC LEON-if Im understanding correctly, yes all weapons will come with original hands if they exist.
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granada
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Posted: 19th Mar 2016 12:13
Quote: "[edit-I need to rethink whether weapon tool will be free. the FPSC character/entity importer will most likely not be free] "


I am sure most people wont mind paying for these tools (me for one ) they are a great addition to GG ,many thanks for the work you have put in so far.Well worth the money .

Dave
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Super Clark
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Posted: 19th Mar 2016 14:34
I will be happy that the weapons work with or without hands, I would just like to be able to have the WW2 weapons again
with the Characters as I have an old FPSC classic level I created, that I want to bring into GG.

As for Paying for Software, You have put the effort in to create the tools for us to use so only right you
ask for a contribution towards the development, Lets face it, we all paid for Reloaded.. Now we have GG
that not even 100% capable of making a full spec game as yet.

Well done mate looking forward to the new software release.
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Posted: 19th Mar 2016 15:00
@Super Clark-am actually converting the ww2 weapons now

thanks for all your thoughts-I think the weapon tool is going to be free of charge to all that purchased the welder tool and will be a separate app. I think for any other software will see a small charge (no idea how much yet).
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seppgirty
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Posted: 19th Mar 2016 16:29
I would expect to pay for the character/entity converter. That's not a problem. The fact that you take your products seriously and you listen to the consumer makes me happy.
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Posted: 19th Mar 2016 18:41 Edited at: 19th Mar 2016 18:46
@seppgirty-thanks for the kind comment.

I have made 3 short videos just showing some of the results of the Weapon FPSC -> GG import/export. It's nowhere finished yet and is not a fully automated process, I still have to make some manual changes until I get the program to do it all. Lots of testing and understanding the weapon specs as I progress further. FPSC textures look very bright in GG and would probably need some sort of preprocessing (will see what I can do programatically). Some FPSC crosshairs aren't compatible with GG at all so get replaced with a GG one. One of the vids has missing status panel as I forgot to add it in the spec. There seem to be a few mistakes in some of the specs, but the basic weapons work. Grenades (e.g. ww2) seem to be way off the mark as you throw them and not sure yet if there is a fix for this that can be done, will need more investigating. Some weapons come out a lot better than others. Anyway, here are the 3 vids with some background music as I wanted to save my voice ha





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devlin
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Posted: 19th Mar 2016 19:35 Edited at: 19th Mar 2016 19:42
To think you was going to give it all up a while ago would have been such a waste of talent .
excellent work there is some real skilled and talented people on this forum and you rank
among them looking forward to seeing this program release,



love the music, that zombie in table made me howl , typical woman never gives up lol.
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JC LEON
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Posted: 19th Mar 2016 21:31
Quote: "I will be happy that the weapons work with or without hands"


yes i would weapons come with but mostly without hands so we can use weapons with gameguru character hands.. it would be not very good if we have a weapon... pickup another and our characters has another cloth or hand style.. lol
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Posted: 19th Mar 2016 21:36
yes I see what you mean now. It would look odd with different weapon hands.
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Lance
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Posted: 22nd Mar 2016 18:22
BOTR:
When are you going to activate the camera button for the .bmp/ icon ? Other than that I am pleased with the latest version .
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Posted: 22nd Mar 2016 18:36
@Lance- glad you are pleased with latest version. Please can you send a screenshot to jog my memory. As far as I can see all camera BMP icons are present, do you have GG running at same time? If you do, the .BMP for the camera can disappear, I will need to fix that at some point.
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JC LEON
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Posted: 22nd Mar 2016 19:21
any news about weapons and character converter??
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Lance
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Posted: 22nd Mar 2016 19:24
BOTR:
The camera button is there and it does work with segments . It doesn't work when in FPSC Level Build /Prefab. It makes the camera sound but no .bmp is created . Sorry I wasn't clear about the camera button problem .
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Posted: 22nd Mar 2016 20:03
thanks Lance-i'll fix the issue and send an update at some point.
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Posted: 23rd Mar 2016 06:36
still working on the weapon tool, not started entity tool yet.
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Posted: 24th Mar 2016 09:01 Edited at: 24th Mar 2016 09:03
Gone back to look at the camera missing issue for FPSC levels in the SegAutoWElder 3.5.7.3, but don't have this problem unless GameGuru is running. I will see what I can do to fix this as soon as possible. For now I recommend closing GG and restarting the welder tool. Also, am going to resume getting the dynamic entities into GG for FPSC levels. Development for Weapon tool still continuing.


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Bored of the Rings
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Posted: 24th Mar 2016 22:44
Hopefully all being well, the first Weapon prototype will be released tomorrow to all that purchased the welder tool. There is still some more work to do, but it will get you started on converting any FPSC weapons into GameGuru format. I will be adding a video tomorrow morning just to show current progress.

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Posted: 25th Mar 2016 06:38 Edited at: 25th Mar 2016 07:37
Here is a video showing weapon welder and FPSC ww2 weapons. It's progressing quite well, but I'd really like to sort those bright textures out, maybe I'll play around with the shaders using Dark Shader and textures in paint.net or similar to see what can be done. Ok, so I did A'level Art at school, but have not much clue when it comes to textures in 3D games, so if anyone out there can help with why the textures are so bright in GG, please feel free to guide me in the right direction, any info is welcome
If anyone who purchased wants to try out the tool at it's current version, please PM/email me and I will send you a link.

I noticed during playback that it got cutoff at the end, think I got confused when using the pause function. Will upload an addtional video with the grenade again as soon as possible.



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Posted: 25th Mar 2016 07:58 Edited at: 25th Mar 2016 08:03
ok so I toned down the brightness of the textures by bringing down the hue saturation and seems to make the textures less bright. You artists out there will probably be screaming "what is the fool doing?" ha. Anyway, your right, I have not much of a clue when it comes to texturing or UV mapping etc. Anyway, here is the pic. Please feel free to bombard me with comments, and if I'm doing it right/wrong In the meantime, I'm gonna read up on Hue, Saturation and brightness, I hear my "learning ears" calling
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Bored of the Rings
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Posted: 25th Mar 2016 08:27
well it can't get any worse here is original pic of the tommygun compared to the toned down light saturation......

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Bored of the Rings
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Posted: 25th Mar 2016 10:47 Edited at: 25th Mar 2016 10:51
ww2 bazooka with updated texture...with a little help from Fragmotion also....

[update-ww2p2 sten gun comes out very well and works great....]

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devlin
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Posted: 25th Mar 2016 12:08
I think it could be mainly the spec maps that are the problem, looking great cant wait to test it out .
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Posted: 25th Mar 2016 18:10 Edited at: 25th Mar 2016 20:09
@devlin, thanks for the tip, I'll have a look and see what I can do with the spec maps.

So tomorrow will bring fixes to the welder tool , a bit more tweaking with the weapon tool and starting the entity tool in between other commitments so busy day ahead
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Posted: 25th Mar 2016 20:49
updated my code to hopefully fix the camera bmp issue missing from FPSC level. seems ok when running GameGuru on my PC windows 7 x64 bit. I'll issue the update most likely in the morning (Saturday UK am time). See pic..
if anyone has any outstanding issue, now is the time to speak before I send this update out tomorrow....


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MK83
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Posted: 25th Mar 2016 22:47
I need to ask something about the change texture function. I tried to use a texture of my own, and I got an error, could not find texture at line ?????
Does the texture have to be one from FPSC for it to change?
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Posted: 26th Mar 2016 06:37 Edited at: 26th Mar 2016 07:23
@MK83- should be able to use any texture, what was the line number, that will help track down the problem?

in the meantime, have been manually adding the ammo entity and weapon entity, in this case the bazooka from ww2 and getting my player to pick up the objects and seems to work fine. Now have to program this lot in
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Posted: 26th Mar 2016 08:51 Edited at: 26th Mar 2016 09:03
Weapon Welder 1.0 sent to all paid Welder tool users. I have loads still to add but just gives you a first taster of what it does so far. As stated in my email, will be adding code to change the GG weapon HUD, add ammo/weapon as map entities for pickup etc.

I forgot I am also out tonight in addition to being in and out all this morning so may not be able to do too much on the tools until tomorrow now (Sunday UK time), possibly this afternoon.

Happy shooting.
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Posted: 26th Mar 2016 10:05 Edited at: 26th Mar 2016 10:26
ok so just about to go out, but one last update for the day for the welder and weapon tools.....

@MK83-I have fixed the issue (fingers crossed) with user selected textures so the change texture function now works correctly. So you can load in any texture outside of FPSC creator, the program then converts it to .DDS if it's a .BMP or whatever. Seems to work ok. See pics below:

If I have time, I will pack and send out the 3.5.7.4 version of the tool when I get back. If not, will be tomorrow (Sunday).

Weapon and ammo as map entities:

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Hardware: Dell Precision 490; AMD Radeon HD 7570; LG TFT monitor (widescreen). Wanting a new PC at some point.
Interests: Drumming, Saxophone, Art, Theatre, Music.

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granada
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Posted: 26th Mar 2016 11:37 Edited at: 26th Mar 2016 12:55
Great work ,you should put up a pay pall link so people can donate to you for these extra tools your working on .

Dave
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Bored of the Rings
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Posted: 26th Mar 2016 13:23
@Dave-thanks for your suggestion

If anyone would like to donate, my PayPal link is PayPal.me/MichaelFowler

Many thanks to all so far for your support
Mike
Professional Programmer: Languages- SAS (Statistical Analysis Software) , C++, SQL, PL-SQL, JavaScript, HTML, Darkbasic Pro (still love this language), Purebasic, others
Hardware: Dell Precision 490; AMD Radeon HD 7570; LG TFT monitor (widescreen). Wanting a new PC at some point.
Interests: Drumming, Saxophone, Art, Theatre, Music.
MK83
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Posted: 26th Mar 2016 14:04
@Bored of the Rings, just in case you still need the error line number, see attached.
AMD Phenom x4 9850 2.58 Ghz , 6 gb ram, 2GB EVGA Geforce GTX 750, Win 10 x64



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Bored of the Rings
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Posted: 26th Mar 2016 16:36
@MK83- thanks-yes this is where I got the reproduced error, this won't (or shouldn't) happen now
Professional Programmer: Languages- SAS (Statistical Analysis Software) , C++, SQL, PL-SQL, JavaScript, HTML, Darkbasic Pro (still love this language), Purebasic, others
Hardware: Dell Precision 490; AMD Radeon HD 7570; LG TFT monitor (widescreen). Wanting a new PC at some point.
Interests: Drumming, Saxophone, Art, Theatre, Music.
Super Clark
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Posted: 26th Mar 2016 19:51 Edited at: 26th Mar 2016 19:56
Weapons tool is great, just a note your video does not show that you need to copy & paste the original FPE & Image files from Classic FPSC
to GG as the tool does not do this, Just for newbies This Info.

The fpe needs to be edited and also the out put game spec file also needs modding like so
and apart from textures it works fine.

FPE Txt

;Header
desc = Bazooka

;Identity Details
isweapon = ww2\bazooka
quantity = 1
isimmobile = 1



;ai
aiinit =
aimain = weapon.lua
aidestroy =

;visualinfo
textured = gamecore\guns\ww2\bazooka\gun_D2.dds
reducetexture = -1
effect = effectbank\reloaded\entity_basic.fx
castshadow = 0


;Orientation
model = gamecore\guns\ww2\bazooka\Bazooka.x
offx = 0
offy = 0
offz = 0
rotx = 0
roty = 0
rotz = 0
defaultstatic = 0
materialindex = 2
scale = 100

;Sound
soundset = audiobank\misc\weapon.wav

;statistics
strength = 0
explodable = 0
debrisshape = 0


;Spawn
spawnmax = 1
spawndelay = 5000
spawnqty = 1

;Decals
decalmax = 1
decal0 = glowred

gunspec Txt>


;// WW2 Rocket Launcher
;// Revision 1.0 26/03/2016
;// Right-Click to Aim Down Sights

;// Ammunition

poolammo = rpg
flak = ww2\bazooka
projectile = rpggrenade
reloadqty = 1
altreloadqty = 1
weaponisammo = 0
noautoreload = 0
nofullreload = 1
forcezoomout = 1
addtospare = 1
npcignorereload = 0

;// Range and damage

range = 3000
altrange = 3000
damage = 100
altdamage = 7
damagetype = 0
force = 100
scorchtype = 4
noscorch = 0


;// Accuracy

iterate = 0
altiterate = 20
accuracy = 1
altaccuracy = 6
runacc = 1
simplezoom = 1
simplezoomacc = 1
zoomaccuracy = 70
zoomaccuracybreath = 5000
zoomaccuracybreathhold = 1
zoomaccuracyheld = 1
zoomholdbreath = 16

;// HUD handling characteristics

zoomwalkspeed = 0.2
zoomturnspeed = 0.3
plrmovespeedmod = 0.5
plremptyspeedmod = 0.6
plrturnspeedmod = 0.8
plrjumpspeedmod = 0.5
plrreloadspeedmod = 0.1
recoily = 60
altrecoily = 120
recoilyreturn = 80
altrecoilyreturn = 70
recoilx = 10
altrecoilx = 30
recoilxreturn = 80
altrecoilxreturn = 80
zoomrecoily = 50
zoomrecoilyreturn = 90
zoomrecoilx = 1.5
zoomrecoilxreturn = 95
zoomgunlagspeed = 6
zoomgunlagxmax = 4
zoomgunlagymax = 6
gunlagspeed = 9
gunlagxmax = 3
gunlagymax = 3
simplezoomspeed = 6
simplezoomspeed = 6
disablerunandshoot = 1
reloadspeed = 100


;// Visuals

textured = gun_D.dds
effect = effectbank\reloaded\weapon_bone.fx
transparency = 2
minpolytrim = 32

;// GUN HUD (0-colt,1-magnum,2-uzi,3-shotgun,4-rifle,5-rpg)

statuspanelcode = 5

;// WEAPON Style (1-pistol,2-rocket,3-shotgun,4-uzi,5-assault)

weapontype = 2

;// NPC Decal

decal = muzzleflash4
decalforward = 150


;//Model positions

horiz = 0
vert = 2
forward = -2
runy = -7
simplezoom = 1
simplezoommod = -7
simplezoomx = 0
simplezoomy = -3


;// Muzzleflash

muzzlecolorR = 168
muzzlecolorG = 100
muzzlecolorB = 36
muzzleflash = 4
altmuzzleflash = 4
simplezoomflash = 1
muzzlesize = 200
smoke = 1
smokedecal = gunsmoke
smokespeed = 14
alignx = 18
aligny = -6
alignz = 140
zoommode = 0
zoomalignx = 6
zoomaligny = -2
zoomalignz = 140
forcezoomout = 1


;// Brass System

brass = 0


;// HUD ANIMATION (timeline 0-?)

keyframe ratio = 1
simplezoomanim = 1
disablemovespeedmod = 0
alternateisray = 1
select = 0,17
alt select = 0,17
Idle = 18,51
alt idle = 18,51
Move = 55,70
alt move = 55,70
melee start = 714,719
melee end = 720,733
start fire = 72,76
alt start fire = 72,76
end fire = 77,86
alt end fire = 77,86
altfireloop = 11000
reload = 88,137
alt reload = 139,199
putaway = 1025,1040
alt putaway = 1026,1040
run = 586,604
altfrom = 421,470
altto = 376,420
zoomto = 207,212
zoomfrom = 279,284
zoom idle = 213,233
zoom move = 236,259
zoom start fire = 261,264
zoom end fire = 272,276


;// GUN Sounds (0-zoom,1-fire,2-reload,3-dryfire,4-putaway)
sound0 = zoom.wav
altsound0 = zoom.wav
sound1 = fire.wav
altsound1 = fire.wav
sound2 = reload.wav
sound3 = dryfire.wav
sound4 = putaway.wav
sound5 = retrieve.wav
fireloop = 0

;HUD sound frames list
keyframe ratio = 1
soundframes = 4
sframe0 = 77,1
sframe1 = 95,2


Well done mate you have really outdone yourself Top Man.....
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granada
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Posted: 26th Mar 2016 21:04
Quote: "If anyone would like to donate, my PayPal link is PayPal.me/MichaelFowler"


Done,Great work mike .

Dave
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