ceasefire457 Posted October 22, 2013 Author Share Posted October 22, 2013 Ah, thanks that would be awsome and yes could you please put the sight's on the scopes, just like I said I don't mind messing with the nodes, it will allow me to kill time before and after work lol :laugh: Link to comment Share on other sites More sharing options...
yungskiz Posted October 22, 2013 Share Posted October 22, 2013 ok so as far as i know there are only two ways of doing this. the first way is with the weapon mod menu. optic on, you go into a building/hallway whatever - open the mod menu and take off the scope - then go about your merry killing spree. the second way is how BOE did it. you have your rifle, and with a key press all of a sudden you have the same rifle but with a suppresor - the same thing could work for an optic, or the t-1/ flip to side magnifier. the way boe did it is that theres actually two weapons at play here - the original unmodified, and a second pre-modified that is equipped on the key press. BOE also had a way (which i did not bother to explore) to have a variable zooming optic. i kind of want to know how its done, i really want a decked out ar-10 with a specter DR on it Link to comment Share on other sites More sharing options...
ceasefire457 Posted October 22, 2013 Author Share Posted October 22, 2013 The first option would be a logical and easy way of doing the mod but like with the second option I want the player to hit a hot-key and carry on playing as seamlessly as possible, and is BOE a mod or a game, sorry I ask i'm terrible with abbreviations lol :tongue: Link to comment Share on other sites More sharing options...
devinpatterson Posted October 23, 2013 Share Posted October 23, 2013 Well if you go with teh 2nd option you wouldn't have to use NVSE's getWeaponSightUsage & setWeaponSightUsage functions (which may not work anyway, although you may still need it for the hotkey). But assuming the weapon swaps out fast enough it would probably be the least problematic choice, since other than the hotkey it's just a equipItem function for the swapping, getWeaponHealthPerc for keeping track of the weapons health in either incarnation (and a var to hold the info) as well as a var to keep track what configuration it's in (scoped vs iron sights). At least at first glance that's the way I see it. The first method, probably isn't a different method in any case. The weapon mod menu probably swaps out the weapon the same way as the first, it simply has a lot of scripting in addition to that. Link to comment Share on other sites More sharing options...
ceasefire457 Posted October 23, 2013 Author Share Posted October 23, 2013 So is there a way to equip the scope or iron sight like a mod, but instead of going into the weapon mod menu could you equip it through a hot-key, or did you just say that lol :D Link to comment Share on other sites More sharing options...
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