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S.T.A.L.K.E.R. SoC Modding, Mapping and Editing
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3625607
Request: Smart Scopes
Otakusensei
April 11th, 2007 10:08 AM
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.
3625662
Re: Request: Smart Scopes
ZanderArch
April 11th, 2007 10:50 AM
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
3625700
Re: Request: Smart Scopes
Otakusensei
April 11th, 2007 11:14 AM
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?
3625712
Re: Request: Smart Scopes
ZanderArch
April 11th, 2007 11:18 AM
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.
3625718
Re: Request: Smart Scopes
Otakusensei
April 11th, 2007 11:20 AM
I saw that bit. Did you try copying it into another weapon? I was gonna try it in the svd or svu.
3625732
Re: Request: Smart Scopes
ZanderArch
April 11th, 2007 11:29 AM
Quote:
Originally Posted by Otakusensei View Post
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.
3625886
Re: Request: Smart Scopes
giv_em_hell
April 11th, 2007 01:11 PM
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.....
3626090
Re: Request: Smart Scopes
Otakusensei
April 11th, 2007 03:36 PM
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?
3626223
Re: Request: Smart Scopes
Final Warrior
April 11th, 2007 04:43 PM
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
3626874
Re: Request: Smart Scopes
niphty
April 11th, 2007 11:31 PM
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
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