Check current firing mode of active weapon via hotkey.
Immersive™ user experience mod for checking the current firing mode of active weapon via a hotkey. Intended for people who prefer to play with the HUD turned off, or with a minimalist HUD configuration.
Choose from three operation modes:
- Basic Mode: Firing mode switch buttons behavior is unchanged from vanilla. New mode is displayed on screen after switching.
- Dual Key Mode: Previous Firing Mode key displays the current mode without switching. Next Firing Mode key cycles between firing modes.
- Single Key Mode: Both hotkeys work in the same way: Single tap for displaying current mode, double tap for switching modes. Helps free up one key binding.
Firing mode can also be displayed with graphical indicators now, thanks to hard work by Fedia.
Text-Only Mode
Graphical Mode
By default, vanilla firing mode indicator is hidden, Single Key Mode is active and full graphical indicators are displayed. This configuration can be changed via MCM.
For a different style, you can install the optional Ready Or Not skin by Fedia.
Changelog
2021.08.08: Added support for firing mode upgrades. Thankies, jumblelegs99!
2021.08.22: Added Russian localization. Thankies, Engel!
2022.07.22: Compatibility update for Anomaly 1.5.2. Thankies, iamn0x!
2022.08.10: Added firing mode indicator graphics. Idea and artwork by Fedia.
2022.08.11: Texture compatibility fix for DX8 / DX9. Thankies, Maid & HarukaSai!
2022.08.13: Fix for animation packs such as Blindside's. Thankies, Handsome_ooyeah!
2022.08.19: Fix to show correct indicator type for scoped weapons.
2022.09.02: Fix for MCM menu item text conflict with other addons.
Github.com
Can you do the animation of the weapon down or something like that when checking the firemode?
ammocheck does have that animation when checking ammo, so would be great to have that animation for checking firemode too Moddb.com
I'm considering it.
No, it is better to make an animation of the inspection of weapons from B&S-when the player turns the weapon in his hands and looks at its right side. (lever for changing the fire mode to AK) This will be perfect :3
what ammocheck does you can't call that animation, animating is way harder and you should expect the same answer from all modders you best bet is waiting for 1.6.
i mean, that "thing" is animation, it's a vanilla adaptation on something else but it can properly be called animation, should have been clear the moment i said that
Ive got an akm and spaz that displays the text when switching firing modes but I've also got a usp march that does not display the text on screen when single tapping the button for displaying, so maybe there are other pistols that possibly have the same issue, I dunno, just a heads up.
This was because the base weapon did not have multiple fire modes and automatic firing was an upgrade for the USP. I have now added support for firing mode upgrades. Please update the addon. Thanks for the report.
Wonderful, thank you.
Does it play the weapon inspect anim? It would be perfect
Hi, this is a translation into Russian, if necessary:
Wdho.ru
Thank you very much, I will include it in the next version.
Edit: done.
Simple yet awesome addon for those of us who play with the HUD off. Thank you very much!. Using this in combination with Anomaly Magazines + Ammo Check gives the the ability to check my magazine and firemode all while keeping my HUD off.
Great mod you should make this compatible with the "fire mode switch sound mod" tho
But they ARE compatible, WDYM?
Hello, this mod compatible with Boomsticks?
I don't know, I never use it. Would you be kind enough to try it and let us know?
It works perfectly with B&S, just that you will not be able to see the cool image of the shooting switch (Only works in vanilla ones), you will see a circle with 1, 3, A... but using it in "only text" is a perfect Add-on.
Thanks for letting us know, much appreciated.
If somebody added the extra definitions into "ish_firemode.ltx", it would also work with non-vanilla weapons.
работает с бас!
хорошо знать!
Hello, when using this mod with 1.5.2 bin's, the characters stops moving when you check the fire mode. Got the same result with Moddb.com
I tried with the bin provided by HEAT vision Moddb.com and the mod works well with this one.
Thank you for reporting the issue. I have confirmed it is caused by the key handling changes in 1.5.2.
Edit: I have uploaded a fix for this. Latest version should work without problems with 1.5.2. Thanks again.
Thanks for the fast update !
Wow the kinda mod I didn't know I needed. Very nice.
Do you think it would be possible to have single tap for switching and long press for checking ?
Hi, thanks for the compliment.
Personally, I'm not a big fan of long press gestures and the key handling with the existing options is pretty complicated even as it is now.
The Issue with the character to stop moving when checking seems to still be there even in the newest version.
With the "single key" option, the player character stops moving after a single tap of the key.
With "dual key" option, checking the fire mode also stops character from moving. Also, pressing the key to switch firing modes works without stopping the player character, but it displays the wrong firing mode.
With "basic" option, the character continues to move, but it also displays the wrong firing mode after switching, like "full-auto" when it's actually "single" mode and vice-versa.
Disclaimer: I'm playing with the G.A.M.M.A. Modpack, but this mod is low in the load order and doesn't get overwritten.
I don't know what's going on with G.A.M.M.A.. This was written for and tested with vanilla 1.5.1 + 1.5.2.
Edit: I'm looking for "axr_main.callback_add" to detect 1.5.2. If something in your modpack is overwriting "axr_main.script" (and breaking some 1.5.2 stuff), it would work in 1.5.1 mode and possibly stop the character from moving.
Any update on this? Im getting the same issue however not running G.A.M.M.A and still on 1.5.1.
There will be no update on this, because I cannot reproduce your issues on 1.5.1 or 1.5.2.
Something else is interfering with FMC. Find it first.
I don't know why, but i have blue square instead of indicator. Can you help me?
Hello. We uploaded a fix for this. Please try and let us know.
I thought it will be animated indicator like on preview, but it's just circle with 1,2,3,A. I suppose, only this version of indicator can be on DX8,9?
Ah yes, the animation is just false marketing. The actual indicators are not really animated.
As for the circle, those are displayed for unsupported weapons. For now, only the vanilla Anomaly weapons are supported. I'm guessing you are using a custom weapon pack.
Aaahhh, now i got it. Ok, thank you. BTW, cool mod)
hello, I'm using AK-74M and it has two firemode (auto and single) when i switch to auto the text is single and vice versa. The weapon mods im using are EFT repo, Blindside's reanimation, magazine, and weapon cover tilt.
Hello, thanks for the report. Blindside adds animations for changing fire mode, so the change is not instant, but the indicator is displayed instantly. In short, what is shown is the _previous_ firing mode.
I'll publish a fix for it soon.
take your time
The fix is live. Thanks again.
you're the man
Amazing, thanks!
There is this little stutter when switching the firemode when walking, is it something fixable?
I don't think so.
would it be possible to add a x,y slider & scaler.? to move it around
Of course it would be, but who would pay for such a thing?
it didn't worked for me. nothing happens when i pressed the check button and don't know why
Sorry to hear that, but there is no way for me to diagnose this with this amount of information.
If you manage to figure it out and find a bug with the addon, please let me know so I can fix it imediatamente.
Not sure if I should direct this at you or the creator of Mags Redux, but whenever I check my ammo count with the Mags Redux function, this fire selector thing will also pop up, meaning the text is obscured somewhat by the image. Any idea how I might work around that? It's minor, but I'd rather keep them seperate.
Are you sure you haven't bound them both to the same key? The latest version of MagsRedux I checked was not incompatible with FMC.
I'm sure, and there doesn't seem to be any mechanical incompatibility or anything like that -- it's just that it pops up every time I check my ammo count, and the circular indicator is positioned so that it slightly obscures the ammo check text.
For now, I've worked around this by installing the lower profile RoN firemode indicators for this mod, but it still activates whenever I check my ammo, no matter what key I bind it to. Really strange. There might be a quirk in my modlist causing this, but I'm just not sure what.
Update: found the culprit. It was Dynahud. No more issues now.
Thank you very much for reporting back with your findings. Have funs.