Talk:Ironsights: Difference between revisions
Craziestdan (talk | contribs) (Thanks z33ky :)) |
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::::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) | :::::Awsome z33ky, thanks again as always :) --[[User:Craziestdan|Craziestdan]] 07:47, 14 Sep 2008 (PDT) | ||
=== Missing Line === | |||
Hi I just finished this tut or better I copy and pasted it in my mod :D | |||
There was one thing that didn't work for me and that was a missing #include "ivieweffects.h" in the baseviemodel_shared.cpp after adding this line it works for me, maybe someone can check this --[[User:AntiLamer|AntiLamer]] 11:58, 9 Oct 2008 (PDT) |
Revision as of 11:58, 9 October 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
Missing Line
Hi I just finished this tut or better I copy and pasted it in my mod :D There was one thing that didn't work for me and that was a missing #include "ivieweffects.h" in the baseviemodel_shared.cpp after adding this line it works for me, maybe someone can check this --AntiLamer 11:58, 9 Oct 2008 (PDT)