Hi there,
So what i want to do, is that thompson could zoom as fg42 can.
I tried to search code with FG42SCOPE, then copy and rename it to THOMPSONSCOPE from every where it was and put it near, so theoretically i wrote new weapon (WP_THOMPSONSCOPE), but with out any result. I go to game and press mouse2(altweapon) but it doesn’t zoom like i want, so i can’t understand what i done wrong?
Why scope don't work ?
i looked into fg42 .weap but didn’t see anything special about zoom, what i could add to thompson.weap
weaponDef
{
// This basically fills out weaponInfo_t
client {
//standModel "models/weapons2/fg42/fg42_stand.mdc" // weapon pickup 'stand' (do we still use this?)
pickupModel "models/weapons2/fg42/fg42.md3"
droppedAnglesHack
//pickupSound "sound/misc/w_pkup.wav"
weaponConfig "models/weapons2/fg42/weapon.cfg"
handsModel "models/weapons2/fg42/v_fg42_hand.mdc"
flashDlightColor 1.0 0.6 0.23
flashSound "sound/weapons/fg42/fg42_fire.wav" // supports up to 4 flash sounds
flashEchoSound "sound/weapons/fg42/fg42_far.wav" // supports up to 4 flash echo sounds
//lastShotSound "" // supports up to 4 last shot sounds
//readySound ""
//firingSound "" // no weapons seem to use this, basically it's a replacement hum for readysound, but then when firing
//overheatSound ""
reloadSound "sound/weapons/fg42/fg42_reload.wav"
reloadFastSound "sound/weapons/fg42/fg42_reload_fast.wav" // some weapons have fast reloads due to the skill system
//spinupSound "" // sound started when fire button goes down, and stepped on when the first fire event happens
//spindownSound "" // sound called if the above is running but player doesn't follow through and fire
//switchSound "" // allow overriding of weaponswitch sound
//weaponIcon "icons/iconw_fg42_1"
weaponSelectedIcon "icons/iconw_fg42_1_select"
//missileModel ""
//missileSound ""
//missileTrailFunc "" // supports "GrenadeTrail", "RocketTrail", "PyroSmokeTrail" and "DynamiteTrail" (we REALLY want a particle system for this)
//missileDlight 0
//missileDlightColor 0 0 0 // do we still use this?
ejectBrassFunc "MachineGunEjectBrass" // supports "MachineGunEjectBrass" and "PanzerFaustEjectBrass"
//modModel 1 ""
firstPerson {
model "models/weapons2/fg42/v_fg42.mdc"
flashModel "models/weapons2/fg42/v_fg42_flash.mdc"
// weapon building
// the parts are numbered because there are some hardcoded references for some weapons to certain parts
weaponLink
{
part 0
{
tag "tag_barrel2"
model "models/weapons2/fg42/v_fg42_barrel2.mdc"
}
part 1
{
tag "tag_barrel3"
model "models/weapons2/fg42/v_fg42_barrel3.mdc"
axisskin "models/weapons2/fg42/fg42_axis.skin"
alliedskin "models/weapons2/fg42/fg42_allied.skin"
}
part 2
{
tag "tag_barrel4"
model "models/weapons2/fg42/v_fg42_barrel4.mdc"
}
}
}
thirdPerson {
model "models/weapons2/fg42/fg42.md3"
flashmodel "models/weapons2/fg42/fg42_flash.mdc"
weaponLink
{
part 0
{
tag "tag_barrel"
model "models/weapons2/fg42/fg42_barrel.mdc"
}
}
}
}
}
It the animation is important right now ? i mean, can it zoom with out editing of human_base script file ?
… be sure you didnt forgot to define WP_THOMPSONSCOPE for WP_THOMPSON
… just creating a “new” weapon called WP_THOMPSONSCOPE isnt enough
… sorry if it sounds bitchy - but i dont know whats your skill/know-how
… if i remember correctly its in the sheet where you define the equipment
… im currently at my office so i cant take a look into the specific part/code
ah, you must make fakemodels for:
modModel 0 "models/multiplayer/kar98/v_kar98_scope.md3"
modModel 1 "models/multiplayer/kar98/kar98_att.md3"
Are u talking about this ?
static const weap_ws_convert_t aWeapID[WP_NUM_WEAPONS] = {
{ WP_NONE, WS_MAX }, // 0
list of weapons...
{ WP_THOMPSONSCOPE, WS_THOMPSON },
Or where can i define it ?
But i did all like WP_FG42SCOPE had ;\
noob
its in bg_pmove or bg_misc ?
Thanks for reply anyway !
for a copy of a FC42_SCOPE he doesnt need fakemodels like for a K43/M1 … if i remember correctly … its 2 years ago when ive added a second fg42-like-weapon … so maybe im wrong, but im pretty sure (cuz i didnt needed these)
… should be in bg_misc
… ill take a look later, maybe im able to create a diff
… from my old mod, so youre able to check it
( be sure youre also having { WP_THOMPSON, WS_THOMPSONSCOPE }, )
greetz Cambo
[QUOTE=Scennative;229493]ah, you must make fakemodels for:
modModel 0 "models/multiplayer/kar98/v_kar98_scope.md3"
modModel 1 "models/multiplayer/kar98/kar98_att.md3"[/QUOTE]
dam i just need that thompson could zoom when i press on mouse2
i dont know the answer, but just a little question. do you want to only look through a scope with the thompson ? if yes then you only gotta do this client side (not 100% sure). but if you want to go the harder way and let the playermodels do this scoping anim, can you pls write to me a pm how you did it ?
thx in advance
[edit] i ask this because im still a bit stuck with calling some of the animations defined in body.aninc. i can only call a few, but not all
i am missing something essential. still there are functions overriding other functions imo. also some others dont work. look here:
i can do some of these on the playermodel and also know how. but with some others i fail 
[edit2] a i see you already answered while i was typing. your code changes therefore should be client side, most likely something in cg_draw.c
[QUOTE=CoD4Fun;229501]i dont know the answer, but just a little question. do you want to only look through a scope with the thompson ? if yes then you only gotta do this client side (not 100% sure). but if you want to go the harder way and let the playermodels do this scoping anim, can you pls write to me a pm how you did it ?
thx in advance
[/QUOTE]
I will use already existed animation, its called stand_rifle, i will just replace name of animation in human_base.script
Well i already tested a lot of those animations, and all of them worked nice, and i am using etmod to see animation names and then replace them in human_base.script
No it’s not only cg_draw
hi,
i know how to do it. but im not givin a sh** and will tell you here (openly). youll get a pm as soon as i get to it.
greetz
edit: and sorry for beeing harsh. there are just some people who should be reduced to themselves. if you still want it pm me 
… wow never thought this is gonna happen
… now we’re going to pm to help each other ?!
well the world is not dependend from me. if you are smart enough you will find out yourself and give me a nice, stinky middlefinger 
[QUOTE=Qualmi;229511]hi,
i know how to do it. but im not givin a sh** and will tell you here (openly). youll get a pm as soon as i get to it.
greetz
edit: and sorry for beeing harsh. there are just some people who should be reduced to themselves. if you still want it pm me ;)[/QUOTE]
Sure i’ll pm you why not =]]]
This is called a forum, so other people can see things to…
Qualmi, why the hell would you pm the solution and not post it, you really feel so important? :o
Mostly i don’t like discussions as these, because im a child, but now you arent even childdish, you are sad…
yep you are right, i am sad 
but still you gotta understand me. i am just disappointed by some people, but it doesnt really belong here. so just understand me or GTFO.
thx
well the world is not dependend from me. if you are smart enough you will find out yourself and give me a nice, stinky middlefinger
… i dont need your help qualmi
… but good to know
… thumbs up!!
but still you gotta understand me. i am just disappointed by some people, but it doesnt really belong here. so just understand me or GTFO.
… then ill prefer “GTFO” in this case