how do i add a custom scope mask to a weapon that doesn't already have one? and if this is possible then is it also possible to have that and have a secondary trigger on it at the same time?
like say i gave an AR the ability to zoom in, but i want it to make that zooming in noise, and look like an actual scope, kinda like you're zooming in with a sniper or a pistol except it has it's own custom scope mask instead of the one that a pistol/sniper rifle has, but i might also, on top of that, want to have a grenade launcher secondary trigger on the AR
Scope masks
Scope masks
"Only those who will risk going too far can possibly find out how far one can go."
- T.S. Eliot
- DeadHamster
- Posts: 2289
- Joined: Thu Feb 15, 2007 9:38 pm
Uhmmm....Duplicate the Plasma Pistol, duplicate the WPHI for the Pistol, edit the bitmap for the duped Pistol Scope, make sure to EOF, and use HHT to assign the Plasma Pistol the Pistols WPHI, then the AR model and other stuff like that.
This will also give the New AR the pistols HUD, meaning it'll have pistol bullets and such.
For your mod, I would actually advise just removing the bitmaps for the ammo on all the weapons.
This will also give the New AR the pistols HUD, meaning it'll have pistol bullets and such.
For your mod, I would actually advise just removing the bitmaps for the ammo on all the weapons.
maybe just the part that shows how much is in the clip, it's just wrong for a shooting game not to tell you how much ammo you have left...if i could just apply the Xbox splitscreen HUD to this that would be awesome
and for the EOF thing, unless there are 2 bitmaps for the new pistol WPHI wouldn't altering one, EOF or not, edit the mask for the pistol on that level as well?
and for the EOF thing, unless there are 2 bitmaps for the new pistol WPHI wouldn't altering one, EOF or not, edit the mask for the pistol on that level as well?
"Only those who will risk going too far can possibly find out how far one can go."
- T.S. Eliot