Re: [hlcoders] Coded Ironsights
-- [ Picked text/plain from multipart/alternative ] Also look for cl_bob. Jerry On 10/28/06, Stephen Swires <[EMAIL PROTECTED]> wrote: > > This is a multi-part message in MIME format. > -- > [ Picked text/plain from multipart/alternative ] > I looked for "sway" in the source code and it came up with > CalcViewModelLag in the CPredictedViewModel class, I added some code to > disable it if the ironsight is on, but that didn't work. Also, I set the > convars (cl_weap_sway_scale and cl_weap_sway_interp) to 0 and it didn't > make a visual difference. > > Garry Newman wrote: > > >-- > >[ Picked text/plain from multipart/alternative ] > >I think it's called sway, do a "find sway" in the console and find the > >convars that control it in the source, then find some way of controlling > it > >when you have ironsights up. > > > > > >garry > > > >On 10/28/06, Stephen Swires <[EMAIL PROTECTED]> wrote: > > > > > >>This is a multi-part message in MIME format. > >>-- > >>[ Picked text/plain from multipart/alternative ] > >>Is there an actual way of turning it off, so the gun stays statically in > >>position? It's not really an ironsight if it's moving around everywhere > >>:-\ > >> > >>John Sheu wrote: > >> > >> > >> > >>>On Friday 27 October 2006 7:26 pm, Stephen Swires wrote: > >>> > >>> > >>> > >>> > I've got everything in place, but there is one itch. When you move > around the mouse to look around, the view model likes to move around > too. Any way to combat that? > > > > > >>>Just call it a feature. > >>> > >>>-John Sheu > >>> > >>>___ > >>>To unsubscribe, edit your list preferences, or view the list archives, > >>> > >>> > >>please visit: > >> > >> > >>>http://list.valvesoftware.com/mailman/listinfo/hlcoders > >>> > >>> > >>> > >>> > >>> > >>> > >>-- > >> > >>___ > >>To unsubscribe, edit your list preferences, or view the list archives, > >>please visit: > >>http://list.valvesoftware.com/mailman/listinfo/hlcoders > >> > >> > >> > >> > >-- > > > >___ > >To unsubscribe, edit your list preferences, or view the list archives, > please visit: > >http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > -- > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Coded Ironsights
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I looked for "sway" in the source code and it came up with CalcViewModelLag in the CPredictedViewModel class, I added some code to disable it if the ironsight is on, but that didn't work. Also, I set the convars (cl_weap_sway_scale and cl_weap_sway_interp) to 0 and it didn't make a visual difference. Garry Newman wrote: >-- >[ Picked text/plain from multipart/alternative ] >I think it's called sway, do a "find sway" in the console and find the >convars that control it in the source, then find some way of controlling it >when you have ironsights up. > > >garry > >On 10/28/06, Stephen Swires <[EMAIL PROTECTED]> wrote: > > >>This is a multi-part message in MIME format. >>-- >>[ Picked text/plain from multipart/alternative ] >>Is there an actual way of turning it off, so the gun stays statically in >>position? It's not really an ironsight if it's moving around everywhere >>:-\ >> >>John Sheu wrote: >> >> >> >>>On Friday 27 October 2006 7:26 pm, Stephen Swires wrote: >>> >>> >>> >>> I've got everything in place, but there is one itch. When you move around the mouse to look around, the view model likes to move around too. Any way to combat that? >>>Just call it a feature. >>> >>>-John Sheu >>> >>>___ >>>To unsubscribe, edit your list preferences, or view the list archives, >>> >>> >>please visit: >> >> >>>http://list.valvesoftware.com/mailman/listinfo/hlcoders >>> >>> >>> >>> >>> >>> >>-- >> >>___ >>To unsubscribe, edit your list preferences, or view the list archives, >>please visit: >>http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> >> >> >-- > >___ >To unsubscribe, edit your list preferences, or view the list archives, please >visit: >http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Coded Ironsights
-- [ Picked text/plain from multipart/alternative ] I think it's called sway, do a "find sway" in the console and find the convars that control it in the source, then find some way of controlling it when you have ironsights up. garry On 10/28/06, Stephen Swires <[EMAIL PROTECTED]> wrote: > > This is a multi-part message in MIME format. > -- > [ Picked text/plain from multipart/alternative ] > Is there an actual way of turning it off, so the gun stays statically in > position? It's not really an ironsight if it's moving around everywhere > :-\ > > John Sheu wrote: > > >On Friday 27 October 2006 7:26 pm, Stephen Swires wrote: > > > > > >>I've got everything in place, but there is one itch. When you move > >>around the mouse to look around, the view model likes to move around > >>too. Any way to combat that? > >> > >> > > > >Just call it a feature. > > > >-John Sheu > > > >___ > >To unsubscribe, edit your list preferences, or view the list archives, > please visit: > >http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > -- > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Coded Ironsights
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Is there an actual way of turning it off, so the gun stays statically in position? It's not really an ironsight if it's moving around everywhere :-\ John Sheu wrote: >On Friday 27 October 2006 7:26 pm, Stephen Swires wrote: > > >>I've got everything in place, but there is one itch. When you move >>around the mouse to look around, the view model likes to move around >>too. Any way to combat that? >> >> > >Just call it a feature. > >-John Sheu > >___ >To unsubscribe, edit your list preferences, or view the list archives, please >visit: >http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Coded Ironsights
On Friday 27 October 2006 7:26 pm, Stephen Swires wrote: > I've got everything in place, but there is one itch. When you move > around the mouse to look around, the view model likes to move around > too. Any way to combat that? Just call it a feature. -John Sheu ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Coded Ironsights
I've got everything in place, but there is one itch. When you move around the mouse to look around, the view model likes to move around too. Any way to combat that? Matt Boone wrote: In your view model class, find CalcViewModelView. You can change the eyePosition vector before it gets passed into SetLocalOrigin. ( or passed into the BaseClass if you have a custom view model class ) With that you can get an offset from the weapon and modify its onscreen position however you like. Eg, find a 'raised' and 'lowered' offset vector that you like and store those per weapon, and interpolate between them to fake the animation. I'd recommend making a cvar that contains a vector and shove that in so you can quickly see how its going to look ingame. This would just change the position of the model. If you want to angle the model up or down you would do a similar process but with eyeAngles. I think animating this would be a much better alternative, but if you are without artists then I suppose this is all you get. Matt -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Stephen Swires Sent: Wednesday, October 25, 2006 3:11 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Coded Ironsights Hello, I'm going to put this subject back up because I don't have skills as an animator or modeler to do this with. I want to have a similar system to what SMOD has where it offsets the view model by an angle (of some sort), but I am oblivious on how to do this myself. Any help with doing this will be greatly appreciated. - Stephen Swires (SteveUK) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Coded Ironsights
In your view model class, find CalcViewModelView. You can change the eyePosition vector before it gets passed into SetLocalOrigin. ( or passed into the BaseClass if you have a custom view model class ) With that you can get an offset from the weapon and modify its onscreen position however you like. Eg, find a 'raised' and 'lowered' offset vector that you like and store those per weapon, and interpolate between them to fake the animation. I'd recommend making a cvar that contains a vector and shove that in so you can quickly see how its going to look ingame. This would just change the position of the model. If you want to angle the model up or down you would do a similar process but with eyeAngles. I think animating this would be a much better alternative, but if you are without artists then I suppose this is all you get. Matt -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Stephen Swires Sent: Wednesday, October 25, 2006 3:11 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] Coded Ironsights Hello, I'm going to put this subject back up because I don't have skills as an animator or modeler to do this with. I want to have a similar system to what SMOD has where it offsets the view model by an angle (of some sort), but I am oblivious on how to do this myself. Any help with doing this will be greatly appreciated. - Stephen Swires (SteveUK) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Coded Ironsights
Hello, I'm going to put this subject back up because I don't have skills as an animator or modeler to do this with. I want to have a similar system to what SMOD has where it offsets the view model by an angle (of some sort), but I am oblivious on how to do this myself. Any help with doing this will be greatly appreciated. - Stephen Swires (SteveUK) ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Coded Ironsights
Read the code, and see what goes where with vs's find definition etc --- Nick <[EMAIL PROTECTED]> wrote: > how do you explore the class to learn more? > > On 10/19/06, Ryan Sheffer <[EMAIL PROTECTED]> > wrote: > > -- > > [ Picked text/plain from multipart/alternative ] > > Well remember the view model is just a model > floating in front of the > > camera, it is moveable. Exploring the class to > learn more about it would > > help. > > > > On 10/15/06, Daniel Menard <[EMAIL PROTECTED]> > wrote: > > > > > > Just use an animation and call it when you zoom > in or zoom out. > > > > > > On 10/13/06, Stephen Swires > <[EMAIL PROTECTED]> wrote: > > > > Hello again, > > > > Since I'm quite amateur at this and don't know > what I'm looking for, I > > > > was wondering what I would need to do. I > already have the FOV part > > > > sussed (and making it all reset when changing > weapons) but, I need to > > > > "shift" the view model to the left a bit so > that it's in the centre of > > > > the screen. > > > > > > > > Does anyone know how this may be achieved? > > > > > > > > - Stephen Swires > > > > > > > > > ___ > > > > To unsubscribe, edit your list preferences, or > view the list archives, > > > please visit: > > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > > > > ___ > > > To unsubscribe, edit your list preferences, or > view the list archives, > > > please visit: > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > > -- > > ~skidz > > -- > > > > ___ > > To unsubscribe, edit your list preferences, or > view the list archives, please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > ___ > To unsubscribe, edit your list preferences, or view > the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > Nigredo Studios http://www.nigredostudios.com __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Coded Ironsights
how do you explore the class to learn more? On 10/19/06, Ryan Sheffer <[EMAIL PROTECTED]> wrote: -- [ Picked text/plain from multipart/alternative ] Well remember the view model is just a model floating in front of the camera, it is moveable. Exploring the class to learn more about it would help. On 10/15/06, Daniel Menard <[EMAIL PROTECTED]> wrote: > > Just use an animation and call it when you zoom in or zoom out. > > On 10/13/06, Stephen Swires <[EMAIL PROTECTED]> wrote: > > Hello again, > > Since I'm quite amateur at this and don't know what I'm looking for, I > > was wondering what I would need to do. I already have the FOV part > > sussed (and making it all reset when changing weapons) but, I need to > > "shift" the view model to the left a bit so that it's in the centre of > > the screen. > > > > Does anyone know how this may be achieved? > > > > - Stephen Swires > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- ~skidz -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Coded Ironsights
-- [ Picked text/plain from multipart/alternative ] Well remember the view model is just a model floating in front of the camera, it is moveable. Exploring the class to learn more about it would help. On 10/15/06, Daniel Menard <[EMAIL PROTECTED]> wrote: > > Just use an animation and call it when you zoom in or zoom out. > > On 10/13/06, Stephen Swires <[EMAIL PROTECTED]> wrote: > > Hello again, > > Since I'm quite amateur at this and don't know what I'm looking for, I > > was wondering what I would need to do. I already have the FOV part > > sussed (and making it all reset when changing weapons) but, I need to > > "shift" the view model to the left a bit so that it's in the centre of > > the screen. > > > > Does anyone know how this may be achieved? > > > > - Stephen Swires > > > > ___ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > ___ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- ~skidz -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Coded Ironsights
Just use an animation and call it when you zoom in or zoom out. On 10/13/06, Stephen Swires <[EMAIL PROTECTED]> wrote: Hello again, Since I'm quite amateur at this and don't know what I'm looking for, I was wondering what I would need to do. I already have the FOV part sussed (and making it all reset when changing weapons) but, I need to "shift" the view model to the left a bit so that it's in the centre of the screen. Does anyone know how this may be achieved? - Stephen Swires ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Coded Ironsights
Hello again, Since I'm quite amateur at this and don't know what I'm looking for, I was wondering what I would need to do. I already have the FOV part sussed (and making it all reset when changing weapons) but, I need to "shift" the view model to the left a bit so that it's in the centre of the screen. Does anyone know how this may be achieved? - Stephen Swires ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders