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View Full Version : Help Remedy, or anyone that can


HairlessWookie
01-13-2003, 10:08 PM
What I'm trying to do is attach a particle FX to a camera or the player in sniper zoom mode. What I have in mind is some sort of moving dynamic digital looking sniper zoom made out of an animated PFX. If I could somehow send a message when the sniper zoom is toggled on/off. Are there any modifier blocks that can be added to the weapon txt files, or to the HUD.txt? Or will I have to use the painkiller or other available animation slots to do this?
Thanx

Maddieman
01-14-2003, 03:42 AM
I was going to suggest the sniper modeswitching block at the bottom of the maxpayne.txt code; however, it doesn't seem to have any effect.

Hmm...not sure on that one; sorry.

william ford
01-14-2003, 09:25 PM
Im not that great of a coder so this probably isn't right, but have a look at the bottom of the sniper.txt and its got this:

[Crosshair] //Sniper crosshair in the HUD
{
[Geometry]
ExportData = ..\crosshairs\dot.kf2;
I take it this is the ordinary one right? And kf2's can be animated right? Why not just make a new kf2? Or am i way off, im not even sure exactly what u wanna do.

Maddieman
01-14-2003, 09:37 PM
It really depends what he wants to do.

I've changed the crosshair dot before (in an attempt to rivial wookie's laser sight images/icons/tongue.gif ) and it doesn't really do much - nothing you could probably use.

The only thing that springs to my mind (at 3:30 am) is creating a second projctile from the sniper rifle which activates the particle. OR....

Yeah, I'll tell you what you could do. In the sniper.txt, there are animation blocks for the weapon itself - defualt, shoot, reload, and shootempty. It depends how far you want to go with it, but I guess you could do your pfx thing in the default block, guaranteeing it to work when the player pulls out the sniper rifle. Whether or not you can modify it to only work in zoom mode will take a bit more effort.