Talk:Ironsights: Difference between revisions
No edit summary |
Craziestdan (talk | contribs) (Thanks z33ky :)) |
||
Line 21: | Line 21: | ||
::::Posted my code [[Adding_Ironsights|here]]. I hope I didn't forget something --[[User:Z33ky|z33ky]] | ::::Posted my code [[Adding_Ironsights|here]]. I hope I didn't forget something --[[User:Z33ky|z33ky]] | ||
:::::Awsome z33ky, thanks again as always :) --[[User:Craziestdan|Craziestdan]] 07:47, 14 Sep 2008 (PDT) |
Revision as of 07:47, 14 September 2008
Weapon Origins?
How would i go about doing this, but for the default weapons? (So you can like make the default pistol come further out?)
I tried it, but it didn't work, and my mod just crashed to desktop (It entered the engine or something, and crashed, because there were no symbols in my debugger).
Overhaul
I've worked my Ironsight-code off this one, but mine is different, as it supporty rotating and fov.
It is also networked, so you can check on the server, if ironsight is active and you can network it.
The only thing that stayed the same is - ofcource - the algorythm for applying the ironsights and the parsing.
I only have a singleplayer-version, though. And it is not tested with the ep1-engine.
Shall I still write how I made my stuff? I find my approach more appealing..
--z33ky
- Please do Z33ky :) --Craziestdan 12:37, 10 Sep 2008 (PDT)
- Posted my code here. I hope I didn't forget something --z33ky
- Awsome z33ky, thanks again as always :) --Craziestdan 07:47, 14 Sep 2008 (PDT)
- Posted my code here. I hope I didn't forget something --z33ky