Adding iron sights?
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Adding iron sights?
Hey everyone, I am making a game and I need help on making iron sights in it. Anyone know how?
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Biodude - Posts: 186
- Joined: Wed Aug 27, 2008 7:17 pm
Biodude wrote:errm, its just changing the weapon position i think. Cmon guys, you are one of 2 reliable quake 1 sites!
Not knowing what iron sights are, I fear my reply may have limited usefulness. I'm assuming you mean looking down the barrel of a gun or down a scope at the target.
To do this, you have several options. The most direct and compatible way is to change the player's .weaponmodel to the scope, or add the scope to the weapon model and have frames bringing it toward the player's face (and increasing its scale if necessary).
Another option is .viewmodelforclient, which is supported by many engines. It allows you to set any number of entities as the player's weapon models/hud/etc.
Other people here may know more options.
When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work.
- Wazat
- Posts: 771
- Joined: Fri Oct 15, 2004 9:50 pm
- Location: Middle 'o the desert, USA
0k, Ill see if I can combine some ideas to make this
iron sights is: http://www.gamereplays.org/community/up ... 803085.jpg
iron sights is: http://www.gamereplays.org/community/up ... 803085.jpg
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Biodude - Posts: 186
- Joined: Wed Aug 27, 2008 7:17 pm
You CAN make it without an animation. You would have to code your view model using DP's "viewmodelforclient" as then you can re position the model on screen and re-angle it.
Similar to how i made my free floating weapon (notice how the weapon moves around as I look around)
As far as I know you cannot adjust the viewmodel's position without remaking it with viewmodelforclient.
It will likely be easier for you to use animations if your system is not already setup like that.
Similar to how i made my free floating weapon (notice how the weapon moves around as I look around)
As far as I know you cannot adjust the viewmodel's position without remaking it with viewmodelforclient.
It will likely be easier for you to use animations if your system is not already setup like that.
- GiffE
- Posts: 170
- Joined: Sun Oct 08, 2006 3:39 pm
- Location: USA, CT
Biodude wrote:errm, its just changing the weapon position i think. Cmon guys, you are one of 2 reliable quake 1 sites!
Really? Which is the other one?
At any rate, what Wazat suggested, but also tweak the players' FOV by sending a stuffcmd. There's no way to get the DOF effect unless you do some engine hax0ry though.
- avirox
- Posts: 137
- Joined: Wed Aug 16, 2006 3:25 pm
avirox wrote:Biodude wrote:errm, its just changing the weapon position i think. Cmon guys, you are one of 2 reliable quake 1 sites!
Really? Which is the other one?
At any rate, what Wazat suggested, but also tweak the players' FOV by sending a stuffcmd. There's no way to get the DOF effect unless you do some engine hax0ry though.
sorry forgot the video was private (its an old one) its public now.
Yay we are reliable
- GiffE
- Posts: 170
- Joined: Sun Oct 08, 2006 3:39 pm
- Location: USA, CT
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