I got it, man, thank you nUllSkillZ, i looked in the ET code and found two pieces of code that made it work. The only thing now is when i zoom it zooms the whole picture, it son’t have that scope circle like it should.
Thanks goto you Sonuk too, here’s how i did it.
First you gotta define the FG42 Scope as a weapon in bg_misc.c like so…
/*QUAKED weapon_fg42scope (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/weapons2/fg42/fg42.md3"
*/
{
"weapon_fg42scope", //----(SA) modified
"sound/misc/w_pkup.wav",
{ "models/weapons2/fg42/fg42.md3",
"models/weapons2/fg42/v_fg42.md3",
"models/weapons2/fg42/pu_fg42.md3"
},
"icons/iconw_fg42_1", // icon
"icons/ammo5", // ammo icon
"FG42 Scope", // pickup //----(SA) modified
0,
IT_WEAPON,
WP_FG42SCOPE, // this weap
WP_FG42, // shares ammo w/
WP_FG42, // shares clip w/
"", // precache
"", // sounds
// {0,0,0,0}
},
Then you have to setup the ammo and such in g_client.c like so…
case 14: // WP_FG42
if ( pc != PC_SOLDIER )
return;
COM_BitSet( client->ps.weapons, WP_FG42 );
client->ps.ammoclip[BG_FindClipForWeapon(WP_FG42)] = 20;
client->ps.ammo[BG_FindAmmoForWeapon(WP_FG42)] = 20;
client->ps.weapon = WP_FG42;
COM_BitSet( client->ps.weapons, WP_FG42SCOPE );
client->ps.ammoclip[BG_FindClipForWeapon(WP_FG42SCOPE)] = 20;
client->ps.ammo[BG_FindAmmoForWeapon(WP_FG42SCOPE)] = 20;
client->ps.weapon = WP_FG42SCOPE;
break;
And that’s all i did and it started zooming when i hit the scope mode button. Now all i need to do is the scope view stuff i mentioned above. Would that be under animations maybe?