Product: | M1911A1 Handgun v1.0.1 by The Omega Concern |
Scripter, Modeler & Animator: | April Heaney |
Support Address: | This email address is being protected from spambots. You need JavaScript enabled to view it. |
Product Revision Date: | 2010-01-14 |
Manual Revision Date: | 2010-01-14 |
Thank you and congratulations on your purchase of The Omega Concern’s M1911A1 automatic pistol. Please read this manual before using your new handgun.
If you are experiencing issues with the HUD not appearing to have all of the buttons it should, you can fix it by following the instructions in this article.
The Omega Concern is dedicated to producing quality work at affordable prices, and we support everything we sell. April Heaney is the creator and your Technical Contact for this product, and can assist you with any problems with your product. All of our products are designed with the balance of impact on sim performance and ease of use in mind. If you find one of our products to be causing lag, behaving in unexpected ways, or otherwise being a pest, we need to know so we can correct it. Also if you find the user interface to be confusing or otherwise difficult to use, please let us know.
There is a technical support passphrase somewhere in this manual, which you must use when first contacting your Technical Contact about this product. We do this because other people (not you!) don't bother reading the manual which contains the answers to their questions, thus taking our time and attention away from thoughtful questions not answered in the manual, such as yours. As always, emailing the support address above is preferable to IMs and notecards, both of which often get lost in the shuffle when IMs get capped or April is offline for a couple of days.
You are eligible for all upgrades on this version, right up until version 2.0. Also, your feedback is valued! If there's something you love, hate, or just think would be better if it were just a little different, we want to know. Your input directly influences the course of development and future features of Omega products. Your support passphrase is "What, no bling?"
Important things to know
- The M1911 is a single pistol and is not meant to be dual wielded. The pistol itself will warn you if you dual-wield, and should you ignore this warning the animations are likely to playback in an unpredictable manner.
- Some ammunition in this pistol can be used to harass or annoy others. Don't do that.
- The pistol will draw and holster according to whichever holster you have elected to wear. In the event you decide to wear multiple holsters, it will draw and holster from the one that was last attached.
- The left and right handed pistols should be used with the left and right holsters respectively. The pistols will nag at you if you attempt to mis-match.
Equipping the M1911
First, you have two big decisions to make: Right or left hand? Hip or shoulder? Individual items are marked (R) or (L) to denote if they should be used for right or left hand use. Items such as the HUD or shoulder holster straps are ambidextrous.
Just to confuse you, the magazines that go with the shoulder holster (i.e. '(R)Mags, Shoulder, M1911A1') will attach to the opposite side of the holster. Thus, the mags marked '(R)' attach to the left pec and those marked '(L)' attach to the right. It'll all make sense once you equip them.
The shoulder holsters also feature a piece of clothing, the shoulder holster harness. This is supplied for jacket, shirt and undershirt layers for your convenience.
HUD or Chat Control
The M1911 HUD is a three-sided HUD, used to control the functioning and appearance of the handgun. The three faces can be independently positioned on your screen, and they will recall the previous position when that face is again recalled. To save yourself from tearing your hair out, if you reposition the HUD, do not immediately detach it and reattach and then have a stroke because the HUD 'forgot' where it was attached. For one, the HUD only remembers the position it was in when it is switched to another face. Also, SL prefers that you interact a bit with a HUD object before detachment before it will generally 'remember' the screen position of said object.
Do note that you may have other gestures using the same F-keys as the ones included in this package. To locate and correct these conflicts, press control - G in your viewer and click on the"Key" column header to sort by key assignment. The F-keys are merely my suggested key bindings, feel free to reassign them to whatever works for you.
The main HUD face:
- Option Menu: Gives you a popup from which you may elect to alter the following settings:
- Shells Off/On: Sets whether the gun will expel spent casings when fired or empty magazines when reloaded.
- Reload Off/On: Sets whether you will need to change magazines when the current one is empty. (Note: This cannot be set to 'Off' when in OCS mode.)
- Strap Size + : Will cause the hip holster straps to become larger.
- Strap Size - : Will cause the hip holster straps to become smaller.
- Size Reset: Will reset the hip holster straps to their default size and position.
- Straps: Will toggle whether the hip holsters are visible at all.
- Draw/Holster: Used to draw or holster the gun.
- Ammunition Menu: Gives you a popup from which you may choose your ammunition type. (See also 'Ammunition Types and Effects' below)
- Rounds Remaining: Shows number of rounds left in the current magazine. Also, clicking this indicator will force a reload, giving you a fresh magazine in the gun.
- Customization Palette: See 'Customizing your M1911' below.
- Bullet Velocity: Allows you to choose the velocity at which bullets will be fired from the weapon. (Note: In OCS mode this number is set internally and cannot be changed.)
Clicking the main HUD face where it says "1911" will cause the HUD to fold over and minimize itself to the above configuration. Functions are the same as described on the main HUD face. Clicking the edge of the HUD in this state will maximize the HUD.
The M1911 can be used for most functions without the HUD. The channel for chat control is channel 5, for which you can thank Eata Kitty of Breach. This means commands can be given in the form of "/5 command" such as "/5 draw". Commands which are accepted on channel 5 are:
- draw : Draws or holsters the gun.
- options : Brings up the options menu.
- vel+ : Increases bullet velocity. Increasing velocity above 192 m/s will cause it to 'wrap around' to 64 m/s.
- vel- : Decreases bullet velocity. Decreasing velocity below 64 m/s will cause it to 'wrap around' to 192 m/s.
- ammo : Brings up the ammunition menu.
- reload : Reloads the gun with a fresh magazine.
- grip : Brings up the grip texture menu.
Customizing your M1911
The customization palette is where you can personalize your M1911. From here, you can select from four finishes for the various parts of the handgun, and colorize the engraving, main holster color and holster trim.
- Finish Selection: From here, you can set the finish of the upper receiver, lower receiver, trim (trigger, hammer, safety, etc) and rivets independently to stainless, matte black, blued or gold.
- Color Part Selection:
- Grip: This pops up a menu from from you can choose from twelve different grip styles.
- Holster, Holster Trim and Engraving: These are for setting the color of the respective parts. To use, click the part you wish to color, then click a color swatch, or the color ball, which will rez a ball which you can edit to set the corresponding part's color.
- Color Swatches: A handy place to set your favorite colors. You can edit and set these for later recall.
- Color Ball: Pressing this rezzes a color setting ball.
Using the M1911
The M1911 is fired in mouselook. Simply go into mouselook, take aim and left-click to fire.
Do note: The animations in the 1911 are designed to 'play nice' with most animation overriders, however, this can also cause you to appear to be aiming at anything other than your target. This is merely an animation effect and will not affect your actual line of fire, which is in the direction you are pointing. That said, do note that while rare, some animation overriders can cause your mouselook aim to be considerably off target. Determining which AOs have this effect is left as an exericise for the owner.
Ammunition Types and Effects
For clarity, the use of the letters 'NP' in ammunition types refers to 'Non-Physical' rounds. These rounds use an axis-weighted seeking algorithm to discern precisely at which target you were aiming, regardless of the presence of closer, off-axis targets. Non-physical rounds will pass through walls, shields, schools, great distances and non-target avatars to home in and deliver their payload on-target and on-time. These rounds will traverse a sim in about 2 seconds and will travel approximately 30 sims before expiring if no target is found and engaged.
- DMG 45: Your standard physical, Linden damage bullet. 100% damage on contact with an avatar.
- DMG NP: A non-physical version of the round above, dealing 100% Linden damage.
- DMG-TRC 45: Your standard physical, Linden damage bullet with tracer effect.
- DRIVE Ammunition: DRIVE ammo types affect either avatars or physical objects, and will 'drive' them away, pursuing the target across sim lines and persisting in its attack for 60 seconds. Once started, DRIVE cannot be recalled or otherwise halted. It will work in push or no-push zones, requiring only scripts to be enabled and objects to be rezzable.
- DRIVE 45: A purely physical round, affecting avatars or physical objects upon contact. Has a degree of shield-bypassing ability, as it will seek an avatar upon impact with a non-physical barrier such as a shield.
- DRIVE NP 45: Non-physical, avatar seeking DRIVE round.
- DRIVE O NP 45: Non-physical, physics-enabled object seeking DRIVE round.
- FLARE 45: Deploys a harmless flare above the location of bullet impact which persists for about 60 seconds.
- GOHOME NP: Do you want to send asshats packing? Sure, we all do. On your own land, this round will engage the avatar you're aiming at and explode upon contact with them, also sending them to their home. If your land is group-owned, you will need to deed the 'GoHome Relay' to the group and keep it somewhere on the land. It will act to teleport avatars home, taking its signal from the GOHOME round upon impact.
- GRAV 45: Will elevate your target in a less-than brutal manner.
- NUKE 45: Exclusive Shoehorn™ technology brings the horror of nuclear holocaust to a convenient .45 round. Beware: This round will, in Linden damage areas, kill everyone within a 100 meter radius and rain damaging radioactive fallout downwind.
- OCS 45: The standard .45 round for OCS combat.
- OCS-TRC 45: Same as above, but with a tracer effect for easier targeting through wind and ballistic effect.
- SMOKE 45: Deploys a thick smokescreen at impact.
How to Deed the GoHome Relay
Place the relay where you wish to keep it.
Right-click and select 'Edit' from the pie menu. This will present you with the editing window. If the button on the lower right corner says 'More >>' click that to expand the window.
On the 'General' tab, ensure that the Group setting is set to the same group that controls the land.
Check the 'Share with group' checkbox, then click the now lit 'Deed...' button. If this button is not available, you might not be able to deed objects to this group. Check with your group owner or manager to see about deeding objects.
Troubleshooting
If your M1911 is behaving strangely, check a few things:
Are you equipped with one (1) gun? These are single, not dual pistols. Also, you will get no popups without having a gun equipped.
Does your equipped pistol and holster agree on which side they should be on?
Are you wearing just the hip or the shoulder holster?
If all else fails, discard your complete 1911 set (guns, holsters, HUD and all) and get out the box in which the M1911 came. Open and unpack a fresh set and give those a try. SL can be unkind to scripts and some errors are simply not foreseeable or recoverable. That's why we make these copyable.
FAQ
Q: Will the M1911A1 work with my Roleplay Combat System?
A: It may. To date, we have not heard of any systems that the M1911A1 will not work with. However, The Omega Concern does not guarantee compatibility with any other system but OCS and the Second Life damage model.
Q: What is OCS?
A: OCS stands for Omega Combat System. It is the official combat system of The Omega Concern and Fulda Gap. It represents thousands of hours of testing and design to bring you the most lethal and realistic combat model seen in Second Life to date.
Q: Why do I seem to miss with my M1911 in OCS?
A: OCS uses a realistic accuracy scale. Practice makes perfect, and as you progress in skill within the OCS system, you will become more and more accurate with your weapons. Remember: OCS levels are life long levels.
The EndIn short, the M1911A1 is meant to deliver devastating fun, and work as a strong statement of your excellent taste for wielding a quality Omega Concern product. The Omega Concern promises to support your M1911 for the lifetime of the product, with free upgrades for all of 1.x, and lifetime bug fixes.
Above all else, have fun. :)