![]() ![]() ![]() the automatic follow-on shots would not hit the intended target but scatter around it. At the time of selection there had been criticism that the recoil power of the 7.62×51mm NATO, when fired from a handheld lightweight modern service rifle in full automatic mode, did not allow for sufficient control, i.e. In 1954, the larger 7.62×51mm NATO rifle cartridge was selected as the first standard NATO rifle cartridge. History The 7.62×51mm NATO and 5.56×45mm NATO cartridges compared to an AA battery 223 Remington cartridge designed by Remington Arms in the early 1960s. Though they are not entirely identical, the 5.56×45mm NATO cartridge family was derived from and is dimensionally similar to the. On 28 October 1980, under STANAG 4172, it was standardized as the second standard service rifle cartridge for NATO forces as well as many non-NATO countries. It consists of the SS109, L110, and SS111 cartridges. The 5.56×45mm NATO (official NATO nomenclature 5.56 NATO, commonly pronounced "five-five-six") is a rimless bottlenecked intermediate cartridge family developed in the late 1970s in Belgium by FN Herstal. Source(s): NATO EPVAT testing, QuickLOAD, SAAMI, C.I.P. NATO, Japan, South Korea, Taiwan, Australia, other major non-NATO allies This can help make the effect feel more dynamic and responsive to the character’s movement, and avoid the issue of it being too distracting or persistent.5.56×45mm NATO with measurement, left to right: Bullet, case, and complete cartridge For example, if the character is moving quickly, you could scale up the effect to make it more noticeable, and if the character is moving slowly or not at all, you could scale it down to make it less noticeable. This can help make the effect feel more natural and realistic, and avoid the issue of it being too distracting or noticeable.įinally, you could try using a script to adjust the scale of the muzzle flash effect based on the character’s movement. For example, you could gradually reduce the transparency of the effect over time, so that it gradually fades away instead of suddenly disappearing. This would allow you to have more control over the timing and duration of the effect, and avoid the issue of it persisting when it shouldn’t.Īnother option is to use a script to adjust the transparency of the muzzle flash effect as it dissipates. For example, you could have the effect only show up for a brief moment when the character fires their weapon, and then hide it when the character is moving or not firing. – I would love to use something other than a particle emitter to create the muzzle flash, I just don’t know what else could create the same effect.Īdditionally, you could try using a script to control the visibility of the muzzle flash effect. Changing the transparency of a particle emitter has to be done with a number sequence(kinda dumb) function muzzle_flash(shoot_part) –This is a function within my main gun code Try to make your topic as descriptive as possible, so that it’s easier for people to help you! When I stand still while shooting, the muzzle flash looks perfectly fine(Image 2), but if I were to move around while shooting(Jump, move side to side Image 1) the muzzle flash image doesn’t clear fast enough so you can see it appear multiple times which isn’t very realisticġ: I’ve tried to decrease the wait time(Code) which didn’t workĢ: Increasing the rate of the particle emitter and decreasing the lifetimeģ: Setting the rate to 1 and the lifetime to maximumĤ: Instead of changing the transparency I’ve tried to just enable and disable the particle emitter as a whole, which doesn’t work for some reasonĥ: I also tried looking for people with similar problems which resulted in nothing.Īfter that, you should include more details if you have any. I’m trying to create a muzzle flash effect for a pistol I’m making. ![]()
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