View previous topic :: View next topic |
Author |
Message |
Biodude

Joined: 27 Aug 2008 Posts: 83
|
Posted: Sun Aug 23, 2009 8:58 pm Post subject: Adding iron sights? |
|
|
Hey everyone, I am making a game and I need help on making iron sights in it. Anyone know how? |
|
Back to top |
|
 |
ceriux

Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA
|
Posted: Sun Aug 23, 2009 10:11 pm Post subject: |
|
|
i was told good placement with animation XO _________________ QuakeDB - Quake ModDB Group |
|
Back to top |
|
 |
Biodude

Joined: 27 Aug 2008 Posts: 83
|
Posted: Sun Aug 23, 2009 11:37 pm Post subject: |
|
|
so it HAS to be animation?
not weapon position changing with a impulse? |
|
Back to top |
|
 |
ceriux

Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA
|
Posted: Mon Aug 24, 2009 12:03 am Post subject: |
|
|
dunno, thats just pretty much what i was told... _________________ QuakeDB - Quake ModDB Group |
|
Back to top |
|
 |
MeTcHsteekle
Joined: 15 May 2008 Posts: 397 Location: its a secret
|
Posted: Mon Aug 24, 2009 12:43 am Post subject: |
|
|
..well you could make it another model and switch it to that and back..or err..something _________________ bah |
|
Back to top |
|
 |
Biodude

Joined: 27 Aug 2008 Posts: 83
|
Posted: Mon Aug 24, 2009 2:02 am Post subject: |
|
|
errm, its just changing the weapon position i think. Cmon guys, you are one of 2 reliable quake 1 sites! |
|
Back to top |
|
 |
Wazat
Joined: 15 Oct 2004 Posts: 732 Location: Middle 'o the desert, USA
|
Posted: Mon Aug 24, 2009 4:47 am Post subject: |
|
|
Biodude wrote: | errm, its just changing the weapon position i think. Cmon guys, you are one of 2 reliable quake 1 sites! |
Not knowing what iron sights are, I fear my reply may have limited usefulness. I'm assuming you mean looking down the barrel of a gun or down a scope at the target.
To do this, you have several options. The most direct and compatible way is to change the player's .weaponmodel to the scope, or add the scope to the weapon model and have frames bringing it toward the player's face (and increasing its scale if necessary).
Another option is .viewmodelforclient, which is supported by many engines. It allows you to set any number of entities as the player's weapon models/hud/etc.
Other people here may know more options. _________________ When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work. |
|
Back to top |
|
 |
Biodude

Joined: 27 Aug 2008 Posts: 83
|
|
Back to top |
|
 |
GiffE
Joined: 08 Oct 2006 Posts: 141 Location: USA, CT
|
Posted: Mon Aug 24, 2009 1:36 pm Post subject: |
|
|
You CAN make it without an animation. You would have to code your view model using DP's "viewmodelforclient" as then you can re position the model on screen and re-angle it.
Similar to how i made my free floating weapon (notice how the weapon moves around as I look around)
As far as I know you cannot adjust the viewmodel's position without remaking it with viewmodelforclient.
It will likely be easier for you to use animations if your system is not already setup like that. _________________ http://www.giffe-bin.net/ |
|
Back to top |
|
 |
Biodude

Joined: 27 Aug 2008 Posts: 83
|
Posted: Mon Aug 24, 2009 1:45 pm Post subject: |
|
|
thanks for the advice, the video says it is private?
 |
|
Back to top |
|
 |
avirox
Joined: 16 Aug 2006 Posts: 109
|
Posted: Mon Aug 24, 2009 1:59 pm Post subject: |
|
|
Biodude wrote: | errm, its just changing the weapon position i think. Cmon guys, you are one of 2 reliable quake 1 sites! |
Really? Which is the other one?
At any rate, what Wazat suggested, but also tweak the players' FOV by sending a stuffcmd. There's no way to get the DOF effect unless you do some engine hax0ry though. |
|
Back to top |
|
 |
GiffE
Joined: 08 Oct 2006 Posts: 141 Location: USA, CT
|
Posted: Mon Aug 24, 2009 3:04 pm Post subject: |
|
|
avirox wrote: | Biodude wrote: | errm, its just changing the weapon position i think. Cmon guys, you are one of 2 reliable quake 1 sites! |
Really? Which is the other one?
At any rate, what Wazat suggested, but also tweak the players' FOV by sending a stuffcmd. There's no way to get the DOF effect unless you do some engine hax0ry though. |
sorry forgot the video was private (its an old one) its public now.
Yay we are reliable  _________________ http://www.giffe-bin.net/ |
|
Back to top |
|
 |
Downsider

Joined: 16 Sep 2008 Posts: 478
|
Posted: Mon Aug 24, 2009 6:43 pm Post subject: |
|
|
You could modify your engine to offset your weapons based on a few convars. Kurok's engine has this in for the weapons to slide up and down when you draw a weapon out, and I'm assuming you're working on the PSP. |
|
Back to top |
|
 |
Biodude

Joined: 27 Aug 2008 Posts: 83
|
Posted: Mon Aug 24, 2009 9:05 pm Post subject: |
|
|
Yeah, I got a hud coder(no thanks to you downsider XD) and I am working with a modifiyed version of weapon crowbar's dquake so that I can run hl1 maps and models flawlessly. Ill find a way i guess  |
|
Back to top |
|
 |
Error Inside3D Staff

Joined: 05 Nov 2004 Posts: 558 Location: VA, USA
|
|
Back to top |
|
 |
|