Request: Smart Scopes -1 reply

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ZanderArch

Dread thinks I'm a special person

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11th November 2006

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#11 12 years ago
niphty;3626874So, 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

GF makes me horny

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28th March 2007

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#12 12 years ago

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:

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

Nothing is Final

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12th April 2007

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#13 12 years ago

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 ..




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#14 12 years ago

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

Nothing is Final

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12th April 2007

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#15 12 years ago

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"} } },




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#16 12 years ago

Where'd you find that?




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