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 Post subject: Controlling Player View
PostPosted: Tue Jan 03, 2012 11:44 am 
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found a secret

Joined: Tue Dec 16, 2008 10:34 pm
Posts: 636
I am thinking about implementing a cover system to my current project. The idea is basically using .script not SDK at all.

The main problem is that I cannot find anyway to control the player camera view, with I think that with "renderplayerView" would be possible... umm.

The rest would be to add thirdperson animations and make it lean, so the rest of people would be able to see it. Also, making the weapons change position view with a boolean in weapons script and of course blocking the player movement if lean(any of the both sides) is activated.

I think that "The Darkmod" and "Quake 4 Barrier" implemented it a long time ago, but they used SDK, which I am not interested so far.

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 Post subject: Re: Controlling Player View
PostPosted: Tue Jan 03, 2012 9:54 pm 
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fired 300 rounds

Joined: Tue Oct 19, 2004 8:04 am
Posts: 356
Doing it via the sdk is easy.
Doing it via scripts... Not sure that's even possible, and I guess is why you are struggling.

Why don't you want to touch the sdk code? Iirc, your mod is so comprehensive it is going to need c++ changes anyway, surely?


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 Post subject: Re: Controlling Player View
PostPosted: Tue Jan 03, 2012 10:16 pm 
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found a secret

Joined: Tue Dec 16, 2008 10:34 pm
Posts: 636
Right now It has major sdk changes. But I want to make it as "mod-friendly" as possible.
Preventing recompiling all the time the src in order to make some gameplay changes is the idea.

For example: melee with weapons, aim via scope for rifles, dynamic animations (idle. locking guns and stuff), first person body view, destructible objects, position mg, among other stuff has been already added without any* (*just the base) SDK use, just script wise and with a few hacks.

I will post a few tutorials about all these stuff. There should be better ways to do it. (and sdk wise)
I guess that I would need to touch again the src.
Thx for the reply anyway.

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 Post subject: Re: Controlling Player View
PostPosted: Wed Jan 04, 2012 12:47 am 
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is sad because his cool title went away
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Joined: Tue Aug 12, 2003 11:38 am
Posts: 724
Location: Underneath it all, waiting to get to the surface.
why not create a new entity, a camera entity (remember how in the alpha, cameras where made to follow a nurb path? there was a command to switch the view to a camera)

then attach that new entity in a bone (just like the particles of a gun attach to a specific bone in the view model in this thread: viewtopic.php?f=4&t=24806

once you have the cam attached to the bone it's a scripting matter when to switch to the cam or not.

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