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-   -   Request: Smart Scopes (http://forums.filefront.com/s-t-l-k-e-r-soc-modding-mapping-editing/309451-request-smart-scopes.html)

Otakusensei April 11th, 2007 10:08 AM

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.

ZanderArch April 11th, 2007 10:50 AM

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

Otakusensei April 11th, 2007 11:14 AM

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?

ZanderArch April 11th, 2007 11:18 AM

Re: Request: Smart Scopes
 
From what I can tell, this is what makes it identify Creatures:
Code:

vision_present                = true
vis_frame_speed                = 4                ; ñêîðîñòü, ñ êîòîðîé íàâîäèòñÿ ðàìêà íà öåëü
vis_frame_color                = 0.7,0.7,0.7,1.0    ; öâåò ðàìêè RGBA (A) Íå ó÷èòûâàåòñÿ
found_snd                    = detectors\DA-2_beep1

But, coping that into the SUSAT code file did nothing. So, maybe I was missing something.

Otakusensei April 11th, 2007 11:20 AM

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.

ZanderArch April 11th, 2007 11:29 AM

Re: Request: Smart Scopes
 
Quote:

Originally Posted by Otakusensei (Post 3625718)
I saw that bit. Did you try copying it into another weapon? I was gonna try it in the svd or svu.

That would be the next thing I'd try, but I'm taking a break from STALKER for a bit, letting some fresh ideas float up before tackling this like an enraged Pseudodog on a wounded Bandit. That, and cruising the forums.

giv_em_hell April 11th, 2007 01:11 PM

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.....

Otakusensei April 11th, 2007 03:36 PM

Re: Request: Smart Scopes
 
Ok, so I added

Quote:

vision_present = true
vis_frame_speed = 4 ; скорость, с которой наводитс рамка на цель
vis_frame_color = 0.7,0.7,0.7,1.0 ; цвет рамки RGBA (A) Не учитываетс
found_snd = detectors\DA-2_beep1
from w_binoc.ltx to w_svd.ltx right after the snd_reload line, right about where it appears in w_binoc.ltx. No good. It starts, loads game, zooms and fires but there is no difference I can see.

Any suggestions?

Final Warrior April 11th, 2007 04:43 PM

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

niphty April 11th, 2007 11:31 PM

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:

class = WP_BINOC

vision_present = true
vis_frame_speed = 4
vis_frame_color = 0.7,0.7,0.7,1.0
found_snd = detectors\DA-2_beep1

snd_gyro = weapons\binoculars_gyro
snd_zoomin = weapons\binoculars_zoomin
snd_zoomout = weapons\binoculars_zoomout
snd_close = weapons\generic_close
Now, the Class item, which I haven't touched on before, relates to the engine what to do with said item. Obviously, WP_BINOC = Binoculars. The system then requires the other properties shown here in order to make a minimum binocular item. All items shown here are taken from the default Binocular weapons file. If you leave any of these out, the game will crash :)

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

ZanderArch April 12th, 2007 10:51 AM

Re: Request: Smart Scopes
 
Quote:

Originally Posted by niphty (Post 3626874)
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

Well, that file seems useless. You'd think it'd act like one of the enc_string_tables acting as a reference table for information so you don't need so much stuff in a specific item file, IE: Weapons. You tell them to look to the enc_string_table_weapon for the Description so you don't need to have all the stuff cluttering up your damage values and usable munitions.

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.

niphty April 12th, 2007 11:33 AM

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:

ui\ui_hud_map_point_down = bump_mode[none], material[1.00]
ui\ui_hud_map_point_up = bump_mode[none], material[1.00]
ui\ui_hud_wpn_ak74 = bump_mode[none], material[1.00]
ui\ui_hud_wpn_binocular = bump_mode[none], material[1.00]
Now, the first two entries on there exist, and everything up till that point that I've spot-checked. But from there on out, all the ui_hud_wpn_XXX files DON'T EXIST in the textures/ui directory. So I'm at a loss as it if these files weren't meant to exist anymore, and were replaced by something else, or what. There's certainly not a complete list of the weapons here, so I'm thinking it's old data, but it's odd that the engine doesn't croak from those entires, as we've all seen how little tolerance it has to missing things.

Either that, or the data exists.. somewhere else. And we have to find it =D

giv_em_hell April 15th, 2007 03:59 AM

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 ..

Otakusensei April 18th, 2007 03:18 PM

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.

giv_em_hell April 20th, 2007 09:36 PM

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"} } },

Otakusensei April 21st, 2007 05:46 AM

Re: Request: Smart Scopes
 
Where'd you find that?


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