Re: [hlcoders] Coded Ironsights

2006-10-28 Thread Garry Newman
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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:

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 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
 
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Re: [hlcoders] Coded Ironsights

2006-10-28 Thread Stephen Swires
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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

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Re: [hlcoders] Coded Ironsights

2006-10-28 Thread jerry
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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
 
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 To unsubscribe, edit your list preferences, or view the list archives,
 
 
 please visit:
 
 
 http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
 
 
 
 
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Re: [hlcoders] Coded Ironsights

2006-10-27 Thread John Sheu
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

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[hlcoders] Coded Ironsights

2006-10-25 Thread Stephen Swires

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)

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RE: [hlcoders] Coded Ironsights

2006-10-25 Thread Matt Boone
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)

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Re: [hlcoders] Coded Ironsights

2006-10-19 Thread Ryan Sheffer
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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
 
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Re: [hlcoders] Coded Ironsights

2006-10-19 Thread Nick

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
 
 

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Re: [hlcoders] Coded Ironsights

2006-10-19 Thread Adam amckern Mckern
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
   
   
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Re: [hlcoders] Coded Ironsights

2006-10-15 Thread Daniel Menard

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

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[hlcoders] Coded Ironsights

2006-10-13 Thread Stephen Swires

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

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