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Request: Smart Scopes Anyone know if there is a way to add the binoculars enemy flagging ability to scopes? Some of you might think it's cheap (it is, I'll admit) it's also cool as hell. It would give the game a bit more of high tech feel. The ability to add it on a weapon by weapon basis would be best, based on type of scope perhaps. |
Re: Request: Smart Scopes I've heard a story of someone doing it and getting a crash, I tried, no crash, but no boxes either. I think it'd be cool to get the Variable zoom from the Binocs, but that's spotting ablity, though cheap, would make a pretty cool sniper rifle. Maybe, if we can figure out how to get that to work, we could make a super powered Gauss Rifle like the EMP Gun from the movie Eraser. Up the penetration of the Gauss round and we could be firing through anything |
Re: Request: Smart Scopes Looking through my files I noticed that the game treats binocs as a weapon. I'm at work right now so I don't have any way to test anything. Does anyone know what variables do and do not work? |
Re: Request: Smart Scopes From what I can tell, this is what makes it identify Creatures: Code: vision_present = true |
Re: Request: Smart Scopes I saw that bit. Did you try copying it into another weapon? I was gonna try it in the svd or svu. |
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Re: Request: Smart Scopes its possible to have the binoc textures but I have got the binoc weapon file and change the spawn id to the addon scope file matched it up perfectlyand left everything else (CRASH) the only way it would boot up is when i took the binoc hud off. But everything else I left the same the Binoc hud is the key i believe..... |
Re: Request: Smart Scopes Ok, so I added Quote:
Any suggestions? |
Re: Request: Smart Scopes The whole problem is that you're trying to give an addon the properties of a weapon, like trying to make a silencer shoot rockets, or making the scopes have variable zoom. I'm thinking that, until an SDK is released, doing this won't be possible. Which is too bad, because this is a mod I'd love to have. -- Griffinhart |
Re: Request: Smart Scopes Ok, so I've been looking in to this for a while, and in a general sense I can make it work. What's the problem? The gun doesn't shoot. Boo :( Here's the minimum you need to add to a weapon in order to make it act like a binocular: Quote:
Next up, you can add these to a unique weapon, give it any properties you want. Guaranteed.. it won't work. Why not? That WP_BINOC class means that the engine uses this item like binoculars. This means your left mouse button, instead of firing, becomes a zoom, same as the right. The good news.. you can get people blips with your weapon now! Whoot! So, why am I posting half done work? Because I think if the community as a whole works on this, we have a better chance of figuring it out. I've poured over the items you'd expect to be used, and I can tell you there is nothing obvious. The class_registrator.script file in the scripts directory obviously builds the classes, including the binoculars. The problem is that no where does it openly say how the engine uses the class.. no easy text file to edit that makes it a binocular-weapon; at least none I've found yet. So.. there's the basics of it for you. Now, let's see if we can crack this puppy =D |
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But, that file just seems to be another relay. The game is told by the weapon to look to this, then this tells it to look else where for what you need. I'll look into this "se_item" file, which is also in the script folder. Maybe we just found out how to add an Under Barrel shotgun as well as these Smart Scopes and such. |
Re: Request: Smart Scopes I'm pretty sure that if we can find the file that regulates how classes are used by the engine, what properties they have, etc, then we'll be able to build new classes.. such as the RPG-pistol, Binoc-scope, etc. But until we find where this file is and how it works, we're pretty SOL =D That one element is the modder's gold mine, since it'll essentially unlock the ability to do anything with the engine. My problem.. some files reference includes which do NOT show up when you extract all the DB files. It's not that the extractor fails to take everything out, it's that the files just aren't in the DBs. The key reference here is the textures.ltx file within the textures directory. It references the includes for all the textures in the game, all of which SHOULD be in the folders under textures. But here's the odd thing.. some of the files aren't there: Quote:
Either that, or the data exists.. somewhere else. And we have to find it =D |
Re: Request: Smart Scopes I found these files but I have no way to edit .ogf files !! :( meshes\weapons\binoculars\wpn_binoculars_hud.ogf and meshes\weapons\binoculars\wpn_binoculars.ogf Does this help cause i really would what the smart scopes to work .. |
Re: Request: Smart Scopes I'm pretty sure ogf is just a graphics format. Not sure of the particulars, but I found this on the Google: http://filext.com/file-extension/OGF Still no love on the scope front. I think we'll have to wait for SDK/Inspiration on this one. |
Re: Request: Smart Scopes i come across these files do you think it has something to do with the binoc effects and adding them elsewhere: binocular = { prop = { maxidle = 1, sumidle = 1, rnd = 100 }, into = { [0] = {"binoculars_draw_0", {a="wpn_binoc"}, "binoculars_draw_1", "binoculars_zoom_in_0"} }, out = { [0] = {"binoculars_zoom_out_0", "binoculars_hide_0", {d="wpn_binoc"}, "binoculars_hide_1"} }, idle = { [0] = "binoculars_zoom_idle_0" }, rnd = { [0] = {"binoculars_zoom_idle_1", "binoculars_zoom_idle_2", "binoculars_zoom_idle_3", "binoculars_zoom_idle_4"} } }, |
Re: Request: Smart Scopes Where'd you find that? |
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