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FPSC Classic Product Chat / Possible to have a display on the gun (HUD) model? (with PB of course, not vanilla)

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Hamburger
17
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Joined: 23rd Jun 2009
Location: Grand Rapids MI
Posted: 4th Dec 2010 19:16
I was wondering lately, is it possible to have a numeric display on the gun that tells you the ammo/etc.? I'm talking PB not vanilla fpsc (because PB has scriptable weapons) I have attached a pcture to show what I am talking about. Maybe possible with multiple textures and some clever scripting with PB? (one gune_D2 texture and a numeric texture)
CoffeeGrunt
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Location: England
Posted: 4th Dec 2010 20:15
I love Halo.



I remember this being possible in ye olde PB back when I was still using PB in '09. It was used as part of the advertising for it, so I imagine it should still be possible, (unless the guy who took it over after Plystire decided he hated a functional and genius mod)...

BlackFox
FPSC Master
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Location: Knight to Queens Bishop 3
Posted: 4th Dec 2010 20:25
Quote: "I remember this being possible in ye olde PB back when I was still using PB in '09. It was used as part of the advertising for it, so I imagine it should still be possible, (unless the guy who took it over after Plystire decided he hated a functional and genius mod)..."


If you need a recap of events, hockeykid took it over for Plystire. He would know for sure if it is still functional. If your comment of "the guy" was referring to myself, we took over s4real's position and had nothing to do with the coding aspect.

- BlackFox

RPG Mod- Create a world full of adventure
Hamburger
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Location: Grand Rapids MI
Posted: 4th Dec 2010 23:14
So I guess it is possible then? how did it work? I'm curious.
Deltayo
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Posted: 5th Dec 2010 02:29
Hamburger
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Joined: 23rd Jun 2009
Location: Grand Rapids MI
Posted: 5th Dec 2010 04:43
hey thanks for the vid deltayo!

yes that was kinda what I meant, but really what I was more focused on was getting the ammo counter to show up on the gun (like the pic I attached). That cam scope is suuppeerr cool though

When 1.18 gets out I will have to try this out.
defiler
17
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Joined: 4th Apr 2009
Location: Canada
Posted: 5th Dec 2010 06:17
you could make multiple textures each having a different number defining how much ammo you have, and a script inferfacing with the gun so depending on how much ammo you have left, a different texture with the corrisponding texture with the number is on the gun.

Current Project: Lost Contact: Station 7
Hamburger
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Location: Grand Rapids MI
Posted: 5th Dec 2010 17:06 Edited at: 5th Dec 2010 17:08
Quote: "you could make multiple textures each having a different number defining how much ammo you have, and a script inferfacing with the gun so depending on how much ammo you have left, a different texture with the corrisponding texture with the number is on the gun.

"


thats almost what I was thinking, except then I would have to make an infinte # of textures, which could really take up alot of space.

I would probably have to make a 1x3 plane (or 1 by 2 depending on how much ammo there is per clip) that sits just above the gun display, and the individual boxes of 2 faces would have to have different textures, and those textures would have to be called on. the 3rd digit would remain transparent until the ammo goes beyond 99. so then I would only have to make a texture of the number 1, 2, 3, 4, 5, 6, 7, 8, and 9.

But what would you do to show the number of bullets you have left in total then? I would probably have to make another 1x3 plane thats smaller, move it on the 3d model just under the other gui plane, with the same proporties except the different texture would be called on when you reload, etc. see what I mean in the pic I attached.

But I bet then the next concept can be applied to various other displays, such as compasses or things of that nature, like radar, couldn't it?

you could even have the gui move around via animations, which would be called on when the gun is interfaced, if the're free floating on planes, like some sort of the gun displays in dead space.
CoffeeGrunt
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Location: England
Posted: 5th Dec 2010 20:25
Ply did it using his variable system and a numeric HUD. It was why his mod was so beautiful in FPSC - everything was simplistic to use.

Hamburger
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Location: Grand Rapids MI
Posted: 5th Dec 2010 20:42
Quote: "Ply did it using his variable system and a numeric HUD. It was why his mod was so beautiful in FPSC - everything was simplistic to use.

"


Where can I see it?
Plystire
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Location: Staring into the digital ether
Posted: 6th Dec 2010 06:27
I couldn't fathom doing what you're asking for in PB's current state. The gun cam is a coded feature of PB, set up through gunspec options, not scripting.

The idea at the time of making it was to allow the game maker to use the feature in many different ways, but at the end of it all I couldn't come up with an easy working solution to it.

I have heard word of a shader tweaking feature in the new official versions. So perhaps once that's out in the world and PB gets ported intot he newest source, there will be a viable method of doing what you're wanting through shaders applied to the weapon.


The one and only,


Only those who sow the seeds of their desires will reap their benefits later.
However, I have seeds of my own to tend to. I don't have time to be someone else's watering can.
Deltayo
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Posted: 6th Dec 2010 07:27
Hey Ply, is it possible to have a cam on the rear lense of the scope on a weapon that is zoomed in? Sorta trying to recreate Red Orchestra's dynamic scope.

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