AuriusPheonix Posted January 20, 2016 Posted January 20, 2016 (edited) Starting even from the simple E-11 to the distruptor, i've found that not being able to aim kind of ruins immersion a little. I'm currently working on a project (No, I'm not allowed to reveal it yet) that would make use of an ADS script for normal weapons. This is what I have so far, this is line 1912 in cg_weapons.c // play a sound if (altFire) { // play a sound for ( c = 0 ; c < 4 ; c++ ) { if ( !weap->altFlashSound[c] ) { break; } } if ( c > 0 ) { c = rand() % c; if ( weap->altFlashSound[c] ) { trap_S_StartSound( NULL, ent->number, CHAN_WEAPON, weap->altFlashSound[c] ); } } } Also prepositions from bg_pmove.c, line 6222;if ( pm->ps->weaponstate == WEAPON_CHARGING ) { // weapon has a charge, so let us do an attack #ifdef _DEBUG Com_Printf("Firing. Charge time=%d\n", pm->cmd.serverTime - pm->ps->weaponChargeTime); #endif // dumb, but since we shoot a charged weapon on button-up, we need to repress this button for now pm->cmd.buttons |= BUTTON_ATTACK; pm->ps->eFlags |= EF_FIRING; } else if ( pm->ps->weaponstate == WEAPON_CHARGING_ALT ) { // weapon has a charge, so let us do an alt-attack #ifdef _DEBUG Com_Printf("Firing. Charge time=%d\n", pm->cmd.serverTime - pm->ps->weaponChargeTime); #endif // dumb, but since we shoot a charged weapon on button-up, we need to repress this button for now pm->cmd.buttons |= BUTTON_ALT_ATTACK; pm->ps->eFlags |= (EF_FIRING|EF_ALT_FIRING); } This one is basically from charged weapon section. Sniper rifle belongs to this section. Lastly, line 7659; if ( pm->cmd.buttons & BUTTON_ALT_ATTACK ) { //if ( pm->ps->weapon == WP_BRYAR_PISTOL && pm->gametype != GT_SIEGE ) if (0) { //kind of a hack for now PM_AddEvent( EV_FIRE_WEAPON ); addTime = weaponData[pm->ps->weapon].fireTime; } else if (pm->ps->weapon == WP_DISRUPTOR && pm->ps->zoomMode != 1) { PM_AddEvent( EV_FIRE_WEAPON ); addTime = weaponData[pm->ps->weapon].fireTime; } else if (pm->ps->weapon == WP_BLASTER && pm->ps->zoomMode != 1) { PM_AddEvent( EV_FIRE_WEAPON ); addTime = weaponData[pm->ps->weapon].fireTime; } Any ideas/Feedback? I already have 2d models to attach to the ADS in place of the sniper scope. Edited February 1, 2016 by Circa code tags are lovely this time of year
eezstreet Posted January 31, 2016 Posted January 31, 2016 Hi, Please wrap your code in tags so that they may be more easily readable.
Circa Posted February 1, 2016 Posted February 1, 2016 Did it for him. JKG has an ADS feature, right @@eezstreet? Actually, I shouldn't be here, I don't know this stuff.
eezstreet Posted February 1, 2016 Posted February 1, 2016 It does. If you want ADS to control accuracy, you'll want it to be implemented in both serverside and clientside. You could also make it a script executable by .cfg to change cg_gunX/cg_gunY/cg_gunZ. But I think for some reason those cvars are cheat-protected (?)
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