Due to the lack of innacuracy I was thinking of having the player be able to use the weapons like real ones. By looking down the sights.
Such as perhaps a way to set up individual images to replace the scope/zoom view that is default as well as set the zoom to a fixed amount on certain weapons.
I mean I would assume there is a way at least to dissable it for some weapons. As not every single weapon has a scope mounted on it.
Just an idea anyway. Help would be greatly appreciated.
Customising the zoom scope for individual weapons?
Customising the zoom scope for individual weapons?
Fear not the textures for the almighty stylus is with thee - Book of Zen
when i tried to make S:I:M:O:N I had the same problem. I used different overlay images. Using the script command self.player_weapon
something like (not tested):
using an overlay entity with the triggername WEAPON_NAME for every weapon you would use.
Even I used two or more animated overlay for every weapon, simulating the beaviour of an ipotethical "super technological digital weapon" such a target finding foresight (like robocop, you know). When I worked on S:I:M:O:N (I have the work folder if you want ) I've created the autotarget demo (http://realitychess.altervista.org/download.htm). The overlay + the autotarget effect was really interesting...
p.s. I noticed that perhaps the number fo the self.player_weapon is 1 unit up or down in respect to your real weapon index (why? empirical test)....
something like (not tested):
Code: Select all
if(self.player_weapon=NUMBER)
{
SetEventState("WEAPON_NAME", true);
SetEventState("OTHER_WEAPONS", false);
// etc...
}
Even I used two or more animated overlay for every weapon, simulating the beaviour of an ipotethical "super technological digital weapon" such a target finding foresight (like robocop, you know). When I worked on S:I:M:O:N (I have the work folder if you want ) I've created the autotarget demo (http://realitychess.altervista.org/download.htm). The overlay + the autotarget effect was really interesting...
p.s. I noticed that perhaps the number fo the self.player_weapon is 1 unit up or down in respect to your real weapon index (why? empirical test)....