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Adding iron sights?
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Biodude



Joined: 27 Aug 2008
Posts: 83

PostPosted: Sun Aug 23, 2009 8:58 pm    Post subject: Adding iron sights? Reply with quote

Hey everyone, I am making a game and I need help on making iron sights in it. Anyone know how?
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ceriux



Joined: 06 Sep 2008
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Location: Florida, USA

PostPosted: Sun Aug 23, 2009 10:11 pm    Post subject: Reply with quote

i was told good placement with animation XO
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Biodude



Joined: 27 Aug 2008
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PostPosted: Sun Aug 23, 2009 11:37 pm    Post subject: Reply with quote

so it HAS to be animation?

not weapon position changing with a impulse?
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ceriux



Joined: 06 Sep 2008
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PostPosted: Mon Aug 24, 2009 12:03 am    Post subject: Reply with quote

dunno, thats just pretty much what i was told...
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MeTcHsteekle



Joined: 15 May 2008
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Location: its a secret

PostPosted: Mon Aug 24, 2009 12:43 am    Post subject: Reply with quote

..well you could make it another model and switch it to that and back..or err..something
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Biodude



Joined: 27 Aug 2008
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PostPosted: Mon Aug 24, 2009 2:02 am    Post subject: Reply with quote

errm, its just changing the weapon position i think. Cmon guys, you are one of 2 reliable quake 1 sites!
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Wazat



Joined: 15 Oct 2004
Posts: 732
Location: Middle 'o the desert, USA

PostPosted: Mon Aug 24, 2009 4:47 am    Post subject: Reply with quote

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.
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Biodude



Joined: 27 Aug 2008
Posts: 83

PostPosted: Mon Aug 24, 2009 9:06 am    Post subject: Reply with quote

0k, Ill see if I can combine some ideas to make this

iron sights is: http://www.gamereplays.org/community/uploads/post-75275-1200803085.jpg
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GiffE



Joined: 08 Oct 2006
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PostPosted: Mon Aug 24, 2009 1:36 pm    Post subject: Reply with quote

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.
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Biodude



Joined: 27 Aug 2008
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PostPosted: Mon Aug 24, 2009 1:45 pm    Post subject: Reply with quote

thanks for the advice, the video says it is private?

Very Happy
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avirox



Joined: 16 Aug 2006
Posts: 109

PostPosted: Mon Aug 24, 2009 1:59 pm    Post subject: Reply with quote

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? Razz

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.
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GiffE



Joined: 08 Oct 2006
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PostPosted: Mon Aug 24, 2009 3:04 pm    Post subject: Reply with quote

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? Razz

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 Laughing
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Downsider



Joined: 16 Sep 2008
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PostPosted: Mon Aug 24, 2009 6:43 pm    Post subject: Reply with quote

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.
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Biodude



Joined: 27 Aug 2008
Posts: 83

PostPosted: Mon Aug 24, 2009 9:05 pm    Post subject: Reply with quote

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 Smile
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Inside3D Staff


Joined: 05 Nov 2004
Posts: 558
Location: VA, USA

PostPosted: Tue Aug 25, 2009 5:31 am    Post subject: Reply with quote

I'll start coding one tonight!
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