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Removal/Tweak of the Muzzle Flash on Suppressed Weapons?


gratuitousHair

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And yes it would change the muzzle flash for that weapons projectile no matter if it had a silencer or not.

 

KiCHo666 and I (and hopefully others may help) are trying to brainstorm ways around that, it's the interesting/challenging part of the request.

 

Not every modification has to be Leet

I don't think anyone has made that assertion, rather it's simply brainstorming about a way to alter only the silenced version of weapons (as opposed to their non silenced counter parts)

 

To add about busting my chops ... if I am getting stuff wrong ... please do bust my chops.

No, I try never to make things personal, and hope that other members understand that.

 

But I am discussing a point of fact in my view ... about the OP easily changing it for their game ... and until proven otherwise will stick by it.

POV? I don't think anyone is trying to prove you wrong, rather we have an interesting problem and are looking for the most comprehensive solution. gratuitousHair may be quite happy with all weapons of a types muzzle flash changing when s/he is wielding a silenced weapon, and should weigh in so s/he can have his/her mod, but the problem will still exist and I hope peeps will continue to offer additional ideas on how to address it.

 

Anyway if gratuitousHair understands that caveat and is happy with it, it should be a fairly quick mod to whip up.

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Well I definitely would commend you in an effort to make a comprehensive mod ... which is of course better than just doing a personal playthrough fix.

 

Maybe I am just over emphasizing on the point of NoT discouraging game users to branch into using the geck , and make customized plugins of their own. Hence lead them towards how to do that rather than do it for them.

 

Sorry for mis understandings in our exchange.

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Well I definitely would commend you in an effort to make a comprehensive mod ... which is of course better than just doing a personal playthrough fix.

 

We haven't heard back from gratuitousHair, so this might be an abandoned request, but are you going to a mod together using setWeaponProjectile?

 

Maybe I am just over emphasizing on the point of NoT discouraging game users to branch into using the geck , and make customized plugins of their own. Hence lead them towards how to do that rather than do it for them.

Totally agree, it's the give a man a fish/teach a man to fish thing

 

Sorry for mis understandings in our exchange.

No worries brother. I'm curious if commands like these can even apply in theory to refIDs (ie specific in game instance of a weapon) even in principal. I'm guessing they can't but I'm going to PM JIP to enlighten me.

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but are you going to a mod together using setWeaponProjectile?

 

Not sure what you meant with that sentence ... could you clarify ?

 

I'm curious if commands like these can even apply in theory to refIDs (ie specific in game instance of a weapon) even in principal. I'm guessing they can't but I'm going to PM JIP to enlighten me.

 

"SetWeaponPojectile" definitely only applies to the base-Id ... my question would be , what is the function to check if the weapon is modded ?

I assume it is going to be for a Ref-ID though. But that is not a problem to mix match what the functions are calling to.

The main point is just to swap out the projectile which has the new light source on its muzzle flash setting.

 

But Yeppers ... fishing is better than a fish :cool: cheers bro .

Edited by Mktavish
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Just checking to see if you were going to put together the mod for the OP, didn't want to duplicate work.

 

Sorry don't recall the function off the top of my head, but you can see it in my odachi mod in this forum, or weapon mod menu (I think that's what it's called). Let me know if you can't find it and I'll post it for you when I have access to the geck. It returns a bitmask IIRC

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Just checking to see if you were going to put together the mod for the OP, didn't want to duplicate work.

 

Sorry don't recall the function off the top of my head, but you can see it in my odachi mod in this forum, or weapon mod menu (I think that's what it's called). Let me know if you can't find it and I'll post it for you when I have access to the geck. It returns a bitmask IIRC

 

No I'm not going to work towards publishing anything . But I'll be here to bounce stuff off and do a little testing of my own theories if it helps ya out. And no worries for credit if anything helps you out towards publishing something.

 

So if I was to try , I would try this route , with this function from JIP http://geck.bethsoft.com/index.php?title=IsEquippedWeaponSilenced In a quest script .

 

~~~~~~~~~~~~~~~~~~~~~~~

SCN MySilencedWeaponScript

 

Ref rEquipped

Ref rProjectile

Int IsSilent

Int UseBullet

 

 

Begin GameMode

 

If Player.IsEquippedWeaponSilenced != 0

Set IsSilent to 1

else

Set IsSilent to 0

 

If IsSilent == 1

Set rEqupped to PlayerRef.GetEquippedObject 5

 

If rEquipped.GetWeaponType == 3 || rEquipped.GetWeaponType == 5 || rEquipped.GetWeaponType == 6

Set UseBullet to 1

else

Set UseBullet to 0

 

If UseBullet == 1

Set rProjectile to rEquipped.GetWeaponProjectile

 

If rProjectile.IsInList list01

rEquipped.SetWeaponProjectile Myprojectile01

 

If rProjectile.IsInList list02

rEquipped.SetWeaponProjectile Myprojectile02

 

If rProjectile.IsInList list03

rEquipped.SetWeaponProjectile Myprojectile03

 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~

 

Yada yada and so on ... but of course it needs a way to return the weapons back to their original projectile if the silencer mod is pulled off.

So this is just off the top of my head without testing , and there certainly may be a better approach.

 

Add edit : But if you want to simplify things and just turn the muzzle flash Off ...

I noticed this function from JIP http://geck.bethsoft.com/index.php?title=SetProjectileFlag

Edited by Mktavish
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