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2 weapon questions

Posted: Wed May 17, 2006 10:59 pm
by Vyse
2 quick weapon questions.

1: Can I stop the gun from Kicking back everytime I fire it.

2: What determines the scope texture when you zoom in? I can't find a line referencing it in the ODF?

I am looking for a way to have the Scope texture/msh on from the default zoom level all the time. Any ideas?

RE: 2 weapon questions

Posted: Wed May 17, 2006 11:03 pm
by BF2-Master
1: I don't believe you can unless you make new anims

2: Uhhh...I'll get back to you on that... ;)

Posted: Wed May 17, 2006 11:14 pm
by -_-
1. yes, change the recoil strength/length

2.Here's the line :
ScopeTexture = "Insert_scope_name_here"
Oh ya, that goes to ur weapon odf file.

Posted: Thu May 18, 2006 2:26 am
by xwingguy
Oh and if you can't find the variable to modify in the weapon odf you're in, go check its classparent

Posted: Thu May 18, 2006 1:33 pm
by Vyse
Ok, I used the BF1 imp rifle assets so I can by pass all that class parent stuff, I turn all of the recoil stuff to 0.0 and the rifle still kicks back in FP view?

Got any ideas how to make it not kick back at all? I have tried setting the recoil to 100 and -10 nothing seems to change it. I know its reading my side though. :(

Posted: Thu May 18, 2006 6:45 pm
by -_-
That's what I thought as well. Changed all the numbers, but it still works the same. I'd have to see if it's hardcoded.

Posted: Thu May 18, 2006 8:17 pm
by Big_rich
have you tried to rename the odf's? Then munge? I found that if you use the same odf names sometimes(when your callling assets from the same side), the games original sides override your changes in your new side. Know what I mean? Change the name of the odf and associated files.

Posted: Thu May 18, 2006 8:53 pm
by [RDH]Zerted
Try using SetProperty( "[unit class with the weapon]", "[recoil variable name]", "[new value. I forget with or without the qoutes.]" )

Put it in the lua after the units are read in from the data file. If you have to change more than one value to change the recoil, then you will need the function call for each variable you want to change.

Posted: Thu May 18, 2006 8:56 pm
by -_-
Okay, I just tested. Make sure to clean, and remunge afterwards. If you change the recoil length, it'll make the animation go all weird.

Posted: Thu May 18, 2006 11:37 pm
by Vyse
-_- wrote:Okay, I just tested. Make sure to clean, and remunge afterwards. If you change the recoil length, it'll make the animation go all weird.
Does that mean you got it to stop? lol

Posted: Thu May 18, 2006 11:40 pm
by -_-
kinda. I got it to stop a lot quicker changing the recoil length. But it screwed up the animation.

The recoil doesnt do much, it just makes it look better in 3rd person. In 1st person, the reticle doesnt move up, or any of that stuff.

Posted: Fri May 19, 2006 8:04 pm
by jangoisbaddest
As long as we're talking about modifying guns, I've seen a variable that has to do with firing modes. Is there a way to have two or more firing modes on a rifle, for instnace? Like a burst mode and an automatic mode? Because that would be uber.

Posted: Fri May 19, 2006 8:24 pm
by [RDH]Zerted
You would have to assign another button to the gun and that is one thing we don't know how to do.

Posted: Fri May 19, 2006 8:33 pm
by jangoisbaddest
What about making two seprate weapons with the same model? The only problem with that is that the ammo wouldn't be linked.

Posted: Fri May 19, 2006 8:45 pm
by [RDH]Zerted
You could link them in the Lua using SetProperty() and GetProperty(), but I think that would greatly degrade performence.