Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Product Chat / There is a weapon with integrated flashlight?

Author
Message
lotgd
16
Years of Service
User Offline
Joined: 2nd Apr 2010
Location: italy
Posted: 13th Apr 2010 02:18
wondering if there is a weapon with an integrated flashlight, maybe that light can be used for extinction and lighting. I could not find it anywhere.

Naples in the heart
Bigsnake
17
Years of Service
User Offline
Joined: 7th Apr 2009
Location: England
Posted: 13th Apr 2010 02:49
You mean the led light pck by EAI ? You can buy it in the store

Windows 7, Amd Athlon 7750 Black Editon (64 bit,3ghz + Dual Core), ATI Readon HD 4870 1gb Edition, 4gb Ram.
lotgd
16
Years of Service
User Offline
Joined: 2nd Apr 2010
Location: italy
Posted: 13th Apr 2010 06:04
this weapon "M9VLI SPECIAL EDITION" in store by Errant AI has the torch, but does not light.


there is a gun with flashlight integrated working?

Naples in the heart
Kravenwolf
17
Years of Service
User Offline
Joined: 14th Apr 2009
Location: Silent Hill
Posted: 13th Apr 2010 06:16
No, there is not. But you could write a script with Fenix Mod or Project Blue that allows the player to toggle the flashlight feature on or off when a certain gun is equipped.

You could also modify the weapon's mesh to add in a light cone under the barrel, and use alternate textures in the script so when the flashlight is turned on, the light cone appears, and when the light is off, the cone uses an alt texture where the cone is made transparent (invisible).

Kravenwolf

lotgd
16
Years of Service
User Offline
Joined: 2nd Apr 2010
Location: italy
Posted: 13th Apr 2010 06:34
thanks Kravenwolf for the response lever all my doubts ...
sin

Naples in the heart
Errant AI
19
Years of Service
User Offline
Joined: 24th Aug 2006
Location:
Posted: 13th Apr 2010 08:21
Quote: "You could also modify the weapon's mesh to add in a light cone under the barrel, and use alternate textures in the script so when the flashlight is turned on, the light cone appears, and when the light is off, the cone uses an alt texture where the cone is made transparent (invisible)."


Negative. You can not use the alttexture function with HUD weapons.
Kravenwolf
17
Years of Service
User Offline
Joined: 14th Apr 2009
Location: Silent Hill
Posted: 13th Apr 2010 09:00
Quote: "You can not use the alttexture function with HUD weapons. "


Well, I guess it's good to hear now rather than later. Maybe I can still get around it with the swapweapon command in Fenix Mod.

Kravenwolf

Errant AI
19
Years of Service
User Offline
Joined: 24th Aug 2006
Location:
Posted: 13th Apr 2010 09:26 Edited at: 13th Apr 2010 09:30
Quote: "Well, I guess it's good to hear now rather than later. Maybe I can still get around it with the swapweapon command in Fenix Mod."


Yep but you're going to have ammo problems if you use swap weapon functions because Fenix doesn't have ammo pooling (last I checked) and it doesn't have a way to store the ammo count of the weapon in the gun and apply that to the swapped weapon. So, every time you "turn on the light" via weapon swap, it would reset the ammo count.

PB is supposed to store the ammoingun as an internal var, but that is currently broken, so no help their either. There's still a long ways to go before we'll see any sort of robust weapon scripting ability with FPSC. The weapon scripting in PB is currently about all there is but you only get 5% or less of the normal FPI options which are compatible with HUD weapons(maybe 10% if you include globalvar reading workarounds).

It would be a pretty sweet feature to be able to "hide" or "un-hide" a named limb via weaponscript. Then, you could easily toggle a light-cone on/off (or toggle any number of component accessories, really).

...However, even if you could toggle a light-cone mesh on/off there aren't any shaders which correctly support illumination maps, at present. So, if you went into shadow, your light cone effect wouldn't glow and would just look pretty stupid.

We've come along way with things that can be done with HUD weaps but there's still much room for improvement. This will likely never be a priority for TGC so it will likely fall into the hands of modders.

For now, the best alternative, IMO, is to script the light to check for whichever specific weapon and automatically activate it when the weapon is being held and turn it off when it is not being held.
Mr Game
17
Years of Service
User Offline
Joined: 11th Feb 2009
Location: Under Your Skin
Posted: 13th Apr 2010 09:52
Go ahead and provide this script...

Insomnia is coming...

Login to post a reply

Server time is: 2026-07-06 01:19:06
Your offset time is: 2026-07-06 01:19:06