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Adding a light scope to your weapon (tutorial)
Posted: Thu Jun 21, 2007 8:13 am
by YankFan1950
I just got a really cool idea for a mod. Adding a light scope to a weapon. I think this should work but I've never tested it. Add this line in a odf for a weapon ie rep_weap_inf_rifle
AttachOdf = "whitelight"
AttachToHardPoint = "hp_fire"
also add the odf whitelight in your custom side
If possible could someone test this.
YaNkFaN
RE: Adding a light scope to your weapon (tutorial)
Posted: Thu Jun 21, 2007 9:16 am
by Master Fionwë
I will. I had actually made the binoculars for the republic fire off a red beam that would do no damage and go quite far, but I never tested it out. A few questions though, what do you mean by add the odf whitelight in your custom side? And where would I find it?
Edit: Never mind what you mean, I know. But where would I find the whitelight odf?
Edit2: Okay, do you mean the whitelight in the hoth assets, or a different one? And do you know if anything would have to be changed in it, to maybe get a beam or something?
RE: Adding a light scope to your weapon (tutorial)
Posted: Thu Jun 21, 2007 9:31 am
by YankFan1950
yeah that's the one and if you want the light to be different color just change the RGB in the odg and yes it's in the hoth assets
RE: Adding a light scope to your weapon (tutorial)
Posted: Thu Jun 21, 2007 9:46 am
by trainmaster611
I tested it; it doesn't work. I think it will only work with hard points not fire points
RE: Adding a light scope to your weapon (tutorial)
Posted: Thu Jun 21, 2007 9:52 am
by Master Fionwë
Is there a hard point in the republic's rifle .msh? Are there hard points in any weapon .msh for that matter?
RE: Adding a light scope to your weapon (tutorial)
Posted: Thu Jun 21, 2007 9:53 am
by ARC_Commander
The grip, I believe. I think that's a hard point.
RE: Adding a light scope to your weapon (tutorial)
Posted: Thu Jun 21, 2007 10:36 am
by YankFan1950
yeah it is but i thought it would good on the barrel but it would work if someone went in XSI and added a hp_point on the scope of the weapon then it would be possible but yes the hard point is the grip
RE: Adding a light scope to your weapon (tutorial)
Posted: Thu Jun 21, 2007 11:22 am
by FragMe!
Actually from all the weapons I have recently been playing with and creating the only hard point is the fire point the grip point as such is just the dummyroot null and placement in the hand of the unit model is determined by the hp on the model. So yes an addition hp would have to be added in XSI unless you wanted the light to come out of the barrel.
I did try to toy with this idea for the Sewers map as I wanted to make a flashlight as a depletable (but rechargable) weapon but I never really got anything to work very well. BTW there is good information on this in the docs that came with the modtools. It explains 2 methods of adding lights both as an ODF and as an effect.
RE: Adding a light scope to your weapon (tutorial)
Posted: Thu Jun 21, 2007 11:45 am
by YankFan1950
yeah i kno that's where i got the idea and looked through a few odfs to see how it worked but i never tried it
RE: Adding a light scope to your weapon (tutorial)
Posted: Thu Jun 21, 2007 4:51 pm
by Master Fionwë
I have an idea. If it can't be done so that a beam is constantly coming out of the rifle or whatever weapon, it could be made so that a beam would fire out of the gun at the same time as the regular ordnance, and then stays in place for several seconds without vanishing. Kinda like a tracer beam. My idea of this at first was to take the binoculars, and make it fire a non damaging beam. If you were using the scope when you fired, you should be able to get a very good idea of how far the enemy is away, but I never tested it. Though I did test YankFan's idea, and it didn't work. What is the secondaryordnance, and what are the tracer odfs, like for the shotgun and chaingun?
RE: Adding a light scope to your weapon (tutorial)
Posted: Fri Jun 22, 2007 11:37 pm
by FragMe!
I just did this, unfortunately it only works when the pistol is an object not as a weapon... yet
It is an attached lightbeam effect to a hp_light I put on the model. You can also use the dummyroot to attach to and just offset it, look in the xwing_sc.odf as an example
RE: Adding a light scope to your weapon (tutorial)
Posted: Sat Jun 23, 2007 12:53 am
by phazon_elite
Hey, you can offset something? That means I can make the gungan pistol actually look like it's firing from the barrel! Among others, EMP Launcher/Grenade launcher is another example.
- EP-782
RE: Adding a light scope to your weapon (tutorial)
Posted: Sat Jun 23, 2007 1:39 pm
by FragMe!
Nope I may have erred on this one, certain classes can have an offset applied but it doesn't seem like ordinance or weapons can I just tried various things for about an hour and none seem to have made a difference, poop
In the BF1 unsupported modtools docs there is a big list of all the parameters that be applied to each class of object it is a very long list but very good. It's called, wait for it..... ODFGuide.htm Maybe you'll find something in there I didn't notice
Re: RE: Adding a light scope to your weapon (tutorial)
Posted: Sat Jun 23, 2007 3:58 pm
by Caleb1117
FragMe! wrote:
Ah yes, nice light there.
Amung other things.

RE: Re: RE: Adding a light scope to your weapon (tutorial)
Posted: Sat Jun 23, 2007 4:58 pm
by FragMe!
Thanks it was convenient to place it amoungst some "crap" I had on my junk test world

RE: Re: RE: Adding a light scope to your weapon (tutorial)
Posted: Sat Jun 23, 2007 5:10 pm
by Caleb1117
Finest "crap" in the galaxy.
Well, I'l let ya'll get back on topic.