This would be a great mod for Vietcong, I've played COD black ops and I loved the M16 with ACOG its amazingly accurate and much better than iron sights.
would anyone be up for the challenge of making something like this? or is there something similar already around?
If you really want to do something like that, put a starlight scope on the m16 and make the map real dark but be aware that you can´t change the illumiation of the map when looking through the scope...so you need a dark greenish map that isn´t too dark at all.
Here is a view through the AN/PVS-2 Starlight scope used by US special forces in Vietnam:
Silent Bob wrote:
... but be aware that you can´t change the illumiation of the map when looking through the scope...so you need a dark greenish map that isn´t too dark at all.
I'm not sure about it, if I remember well, there is exists some function which can change scene properties like fox, lights etc, so maybe it can be possible to implement it in weapon script when player using Starlight scope, it will change ilumination... But it is only idea...
Silent Bob wrote:
... but be aware that you can´t change the illumiation of the map when looking through the scope...so you need a dark greenish map that isn´t too dark at all.
I'm not sure about it, if I remember well, there is exists some function which can change scene properties like fox, lights etc, so maybe it can be possible to implement it in weapon script when player using Starlight scope, it will change ilumination... But it is only idea...
lets have a deeper look into it...sounds interesting....
void SC_CreateLight(s_SC_light *info);
This function will create the in game light according to the settings in the s_SC_light info structure.
Structure s_SC_light
Declaration:
Code
typedef struct{
float r,g,b;
float rad;
c_Vector3 pos;
float time;
BOOL decrease_radius;
}s_SC_light;
This data structure is used for creating of the light with the function SC_CreateLight. R, g and b are used for the color, rad is radius of the light, pos is the centre of the light. Time specifies for how long the light will shine.
If you place a light on a specific position on map and set the radius high enough it could work.......i could live with a static time of a few seconds, that would enhance teamplay on a very dark map......
Only problem is how to trigger it when using the right mousebutton and have m16+starlight scope equipped.
Silent Bob wrote:
... but be aware that you can´t change the illumiation of the map when looking through the scope...so you need a dark greenish map that isn´t too dark at all.
I'm not sure about it, if I remember well, there is exists some function which can change scene properties like fox, lights etc, so maybe it can be possible to implement it in weapon script when player using Starlight scope, it will change ilumination... But it is only idea...
lets have a deeper look into it...sounds interesting....
void SC_CreateLight(s_SC_light *info);
This function will create the in game light according to the settings in the s_SC_light info structure.
Structure s_SC_light
Declaration:
Code
typedef struct{
float r,g,b;
float rad;
c_Vector3 pos;
float time;
BOOL decrease_radius;
}s_SC_light;
This data structure is used for creating of the light with the function SC_CreateLight. R, g and b are used for the color, rad is radius of the light, pos is the centre of the light. Time specifies for how long the light will shine.
If you place a light on a specific position on map and set the radius high enough it could work.......i could live with a static time of a few seconds, that would enhance teamplay on a very dark map......
Only problem is how to trigger it when using the right mousebutton and have m16+starlight scope equipped.
What do you think Kosti?
I'm sure there were one function which allows to change scene properties, like visibility, fog and also light (omni, not directional). I cannot find it now, but it will be better than this one
what if you assign a sector to the weapon and by zooming in the camera slides into the sector...this way you could change fog and directional light properties.
sorry I didn't mean to say ACOG, I did more research and it turns out this scopes a colt 3.5X scope, they were mostly issued to special forces in Vietnam with some of the first M16s, the one in the photos on a colt commando (think its in VC2) so I guess it is realistic and fits in with VC
Silent Bob wrote:
If you really want to do something like that, put a starlight scope on the m16 and make the map real dark but be aware that you can´t change the illumiation of the map when looking through the scope...so you need a dark greenish map that isn´t too dark at all.
Here is a view through the AN/PVS-2 Starlight scope used by US special forces in Vietnam:
Implementing AN/PVS-2 Starlight is overall an excellent idea. I would first do it as an additional item though, and not as a scope for weapon. Would be great for night missions.
apfelbaum wrote:
what if you assign a sector to the weapon and by zooming in the camera slides into the sector...this way you could change fog and directional light properties.
I have tried this similair idea back in the day, however, I had issues with sectors beeing ignored on weapon models, perhaps it requires assistance by some script in order to make it work, but I never bothered more with it besides the usual usage and implementation of portals/sectors.