Obsidian General.
Tuskin
prop_physics
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by Tuskin » Tue Jul 15, 2008 9:51 pm
I have a question, is it possible to fire the grenades on the OICW custom weapon? There is an ammo count for them and they are mentioned in the weapon script, but I don't see how to fire them.
skidz
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by skidz » Tue Jul 15, 2008 9:55 pm
Yep, the script just needs to be altered. We dont have a third fire mode setup for weapons so you need to choose between the scope and the nade.
Tuskin
prop_physics
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by Tuskin » Tue Jul 15, 2008 10:09 pm
skidz wrote: Yep, the script just needs to be altered. We dont have a third fire mode setup for weapons so you need to choose between the scope and the nade.
Ok, sounds good.
Vaun
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by Vaun » Sun Aug 03, 2008 10:01 pm
How about making the scope its ironsight and making the grenade launcher fire2 or watever the altfire command is?
Hyperjag3
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by Hyperjag3 » Mon Aug 04, 2008 12:50 am
That's not how the ironsights work, it's a purely visual effect and only deals with the view model.
Vaun
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by Vaun » Mon Aug 04, 2008 3:55 am
so you cant just make it work off the same key as the ironsights? Or make it work like MIs sniper rifle, it puts your view a good distance ahead.
A bullet sounds the same in every language.
Hyperjag3
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by Hyperjag3 » Mon Aug 04, 2008 7:36 am
No, the ironsights key does ironsights for whatever view model happens to be onscreen at the time, not based on the weapon. Adding another fire mode key isn't necessarily that hard for a specific weapon, but getting it to work in general (and for scripted weapons) is a different story.
Vaun
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by Vaun » Tue Aug 05, 2008 3:29 am
I just remembered they had the same problem on the gmod oicw, you just hold e and then shoot to select the scope or grenade launcher.
A bullet sounds the same in every language.
Tuskin
prop_physics
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by Tuskin » Fri Aug 08, 2008 8:47 pm
Vaun wrote: I just remembered they had the same problem on the gmod oicw, you just hold e and then shoot to select the scope or grenade launcher.
Yes but that was also Coded in "lua" not what OC is using.
Vaun
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by Vaun » Sat Aug 09, 2008 8:22 am
Well theyre discussing adding lua eventually, so then, if they do, making weapons and such with multiple features will be possible. But thats assuming they do.
A bullet sounds the same in every language.
Mr. Someguy
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by Mr. Someguy » Sat Aug 09, 2008 6:40 pm
Can't you just hollow out the scope so you look through it when you press ironsights?
Vaun
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by Vaun » Tue Aug 12, 2008 8:34 am
If you look at the scope in halo 2/3, the scope actually shows a slightly magnified view of where you're aiming on the scope screen when at 0x magnification. Is it possible to create a distortion effect that magnifies objects in the oicws scope?
A bullet sounds the same in every language.
Blues
npc_combinegunship
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by Blues » Tue Aug 12, 2008 2:19 pm
Yup, by creating a texture that's using the Refract shader.
Vaun
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by Vaun » Wed Aug 13, 2008 6:35 pm
Well then if they put one in the scope of the weapon, and you look through the scop of the model with ironsights, wouldnt it be like a real scope?
A bullet sounds the same in every language.
Blues
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by Blues » Wed Aug 13, 2008 7:24 pm
I don't know if you can make it work like this in the Source Engine but it's worth a try.