Working Ammo Counters

HypnoHypno Join Date: 2003-02-25 Member: 13975Members
<div class="IPBDescription">EVIDENCE THAT THERE ARE</div> I have evidence to prove that there are working ammo counters that can count all the way

without changing back to 50(like the new m41a rifle)

Play desert crisis mod it has a pulse rifle that has a counter starting from 45 and counts all the way to 0 and if u stop at lets say 28 IT STAYS THERE till you start firing

Comments

  • JimJim Join Date: 2002-11-26 Member: 9989Members
    that's because it's coded in.
  • Visual_MirageVisual_Mirage Join Date: 2003-05-01 Member: 15973Members
    <makes a whip-crack noise>
  • Mr_HeadcrabMr_Headcrab Squee&#33;~ Join Date: 2002-11-20 Member: 9392Members, Constellation
    *holds up "PWNED" sign*
  • antifreezeantifreeze The guy with the goods&#33; Join Date: 2003-05-12 Member: 16232Members, Constellation
  • DelarosaDelarosa Naturally Custom Join Date: 2002-11-29 Member: 10214Members, NS1 Playtester
    edited June 2003
    he is not a fool
    he did not just ger "Pwned"
    - and -
    he asked a Valid question for somone comming late to the scene.



    The Desert Crisis team hard-coded the counter into the mod, Natural Selection hasn't done that, so you cannot do a working ammo counter without editing the code of the mod... sorry to inform you..

    now just let the thread die.
  • sheena_yanaisheena_yanai Join Date: 2002-12-23 Member: 11426Members
    <!--QuoteBegin--Hypno+Jun 27 2003, 02:55 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hypno @ Jun 27 2003, 02:55 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I have evidence to prove that there are working ammo counters that can count all the way

    without changing back to 50(like the new m41a rifle)

    Play desert crisis mod it has a pulse rifle that has a counter starting from 45 and counts all the way to 0 and if u stop at lets say 28 IT STAYS THERE till you start firing <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    hahahah lol <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> that one was really funny <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    like the others sayd.. its hardcoded into the mod...
  • ChackleChackle Join Date: 2003-01-24 Member: 12672Members
    lol leave teh dude alone
  • ArgOnatHArgOnatH Join Date: 2003-01-02 Member: 11720Members
    hang on a sec, isit there a Halo AR about that has a working ammo counter, i swear on my kittehs life there is, wen i was around in the FA forums, or was it the CS forums?! i honestly can remember it had a working ammo counter.
  • MoquiaoMoquiao Join Date: 2003-05-09 Member: 16168Members
    <!--QuoteBegin--ArgOnatH+Jun 27 2003, 11:06 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ArgOnatH @ Jun 27 2003, 11:06 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> hang on a sec, isit there a Halo AR about that has a working ammo counter, i swear on my kittehs life there is, wen i was around in the FA forums, or was it the CS forums?! i honestly can remember it had a working ammo counter. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    there is one in FA.... but they did that by manipulating ssome things because on the G36 in FA the see thru mags let you see how many bullets you have left (it is a nice little effect but overall useless)

    and they used that to transfer it over onto an ammo counter....
  • JaegerJaeger Join Date: 2002-11-28 Member: 10202Members
    Can't blame the guy for trying.

    At least this post was easy to read. Grammar semi-okay, and none of that pointless smiley spam either.

    The only way you're gonna get working ammo counters is if Flayra adds 49 new idle .smds to the LMG, 3 to the GL, 149 to the HMG. Of course that'll never happen. Notice how large the pulse rifle .mdl and the G36E .mdls are compared to their relatively low detail. Those extra animations, and those extra skins, take up a lot of room in a hurry, and I'm not particularly keen on a 6 or 7 mb HMG model myself.
  • CrouchingHamsterCrouchingHamster Join Date: 2002-08-17 Member: 1181Members
    Maybe rather than 49 new idle smd's, the ammo counter could be a seperate small entity, even a sprite, with 50 frames of animation? That wouldn't take nearly as much memory.

    ( Just a theory of course. Don't matter, because I doubt it'll happen unless the default NS weapons got some sort of ammo counter..might be impossible for all I know. My knowledge of HL engine is pretty limited to say the least.)
  • JamilJamil Join Date: 2002-11-02 Member: 4829Members
    edited June 2003
    This has already been discussed. The reasons for non-working ammo counters that Jaeger just posted have appeared on this board many many times before.

    I've been quiet about what I'm about to say since Monsieur made his post, but I've thought about it since then and now I feel that it needs to be said. You can try to keep the forums newbie friendly, but if you create a frustrating atmosphere for the regulars, then you're going to drive them away. I had to leave for a while because this forum had turned into a newbie cesspool.

    This thread should not exist. If you feel it's going to make sure that the next guy who plays Desert Crisis and comes here to try and tell us that ammo counters will work in NS will be deterred by this thread, then you're wrong. Hypno just proved you wrong, because he didn't bother to read the many many times this has been explained already. If telling someone that they made a mistake is a flame, then I'm just one big flamer. Hypno, I'm telling you right now. You messed up big time.

    Err, yeah. End rant.
  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    I think Hamster may have it right - it's quite possible that having a sprite attached to a weapon model could be coded in such that it counts down.
  • JamilJamil Join Date: 2002-11-02 Member: 4829Members
    Sprites can be attached to models through attachments. But the attachments have to have special attachment numbers. Just like the muzzle flashes. Those have to be manually coded in, same problem as before.
  • CrouchingHamsterCrouchingHamster Join Date: 2002-08-17 Member: 1181Members
    Yup, still not do-able at the minute, but if it was I think that could be a pretty efficient way of doing it. As these attachments aren't there, its all academic anyhow.

    /me shrugs
  • CaptainPanakaCaptainPanaka Join Date: 2002-11-02 Member: 4718Members
    <!--QuoteBegin--Jim+Jun 27 2003, 09:56 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jim @ Jun 27 2003, 09:56 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> that's because it's coded in. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    <img src='http://hl.gamigo.de/images/smilies/standard_3d/rolleyes.gif' border='0' alt='user posted image'>
  • KuBaNKuBaN Join Date: 2002-11-16 Member: 8979Members, Constellation
    <!--QuoteBegin--Jamil+Jun 27 2003, 10:24 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jamil @ Jun 27 2003, 10:24 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> This has already been discussed. The reasons for non-working ammo counters that Jaeger just posted have appeared on this board many many times before.

    Hypno just proved you wrong, because he didn't bother to read the many many times this has been explained already. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I've been here a while, and I've yet to see any discussion about this. I just thought it was common knowledge that the ammo counter had to be coded in. I guess not everyone knows this stuff.
    Still it's no reason to go friggin crazy on em.
  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    A working ammo counter doesn't really mean that it needs (# of bullets) models.
    FLF has player skins that change with different maps, it doesn't require 4 new player models for every different skin, it's just a change of skin...

    First of all if we are talking about the LED on the M41a, it's not an official model so GL getting it coded in.

    But even so, it won't be too bad. You will need 51 different skins for just the little counter, this can be done. (I don't think you need to reskin the entire thing for every bullet.)
  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    My thoughts are that it would either require an awful lot of extra anims to get it working as part of a skin (which would be incredibly tedious), some clever bonecontroller work to have the counter working independantly from the rest of the weapon's anims (much better than the first), or having an attached sprite which is somehow keyed into the code to change according to the amount of ammo in the weapon.

    None sounds particularly fun for the programmer (ie Flayra) but from a modeller's point of view the sprite option is by far the most attractive.

    Not that this is anything other than hypothetical. I'm just saying.
  • JaegerJaeger Join Date: 2002-11-28 Member: 10202Members
    How would you align the sprite to the face of the counter? Last I heard the HL engine automatically places sprites so that they're facing right at you, regardless of their orientation. You'll have the weapon pointed toward the center of the screen, with the sprite pointed toward your face which makes an odd flipping effect where your sprite is clipped halfway into the gun, and halfway out.
  • JimJim Join Date: 2002-11-26 Member: 9989Members
    there is a way of fixing them to one orientation, at least in maps <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • sheena_yanaisheena_yanai Join Date: 2002-12-23 Member: 11426Members
    yeah.. sprites havin 2 modes...
    and the cool thing is you can set them to fullbright---> glow in dark
  • davidsansomedavidsansome Join Date: 2003-02-07 Member: 13228Members, Constellation
    You would only need 10 different sprites:
    0, 1, 2, 3, 4, 5, 6, 7, 8, and 9
    I believe these can be put next to each other to form any number up to 150 <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • Paranoia2MBParanoia2MB Join Date: 2002-11-09 Member: 7832Members
    <!--QuoteBegin--[WoLF]+Jun 27 2003, 05:22 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([WoLF] @ Jun 27 2003, 05:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--ArgOnatH+Jun 27 2003, 11:06 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ArgOnatH @ Jun 27 2003, 11:06 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> hang on a sec, isit there a Halo AR about that has a working ammo counter, i swear on my kittehs life there is, wen i was around in the FA forums, or was it the CS forums?! i honestly can remember it had a working ammo counter. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    there is one in FA.... but they did that by manipulating ssome things because on the G36 in FA the see thru mags let you see how many bullets you have left (it is a nice little effect but overall useless)

    and they used that to transfer it over onto an ammo counter.... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Ya, I was about to say.

    Only reason why they could do that is because they had like 30 different frames and each frame was a new model look.

    Frame one: 30 bullets
    Frame two: 29 and etc
    <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
Sign In or Register to comment.