I want to add the .vtf's that came with the M9K packs as the custom zoom instead of the default sniper zoom. I have no idea how to start so can anyone lead me to solve this?
If you look at the code for the zoom, you should see a reference to either GetMaterial, or GetTextureID, etc.. Just change it from one zoom material/texture ( sometimes it has the extension in the case of GetMaterial, and sometimes it doesn't like with the Texture method ) to the m9k one.
Make sure the clients are downloading the m9k packs from the workshop.
[QUOTE=Acecool;44047879]If you look at the code for the zoom, you should see a reference to either GetMaterial, or GetTextureID, etc.. Just change it from one zoom material/texture ( sometimes it has the extension in the case of GetMaterial, and sometimes it doesn't like with the Texture method ) to the m9k one.
Make sure the clients are downloading the m9k packs from the workshop.[/QUOTE]
Whenever I add the location of the zoom vtf's it just brings up a squared shot of a player that last killed me. How would it look like?
[CODE]if CLIENT then
local scope = surface.GetTextureID("materials/scope/gdcw_parabolicsight.vtf")
function SWEP:DrawHUD()
if self:GetIronsights() then
surface.SetDrawColor( 0, 0, 0, 255 )
local x = ScrW() / 2.0
local y = ScrH() / 2.0
local scope_size = ScrH()
-- crosshair
local gap = 80
local length = scope_size
surface.DrawLine( x - length, y, x - gap, y )
surface.DrawLine( x + length, y, x + gap, y )
surface.DrawLine( x, y - length, x, y - gap )
surface.DrawLine( x, y + length, x, y + gap )
gap = 0
length = 50
surface.DrawLine( x - length, y, x - gap, y )
surface.DrawLine( x + length, y, x + gap, y )
surface.DrawLine( x, y - length, x, y - gap )
surface.DrawLine( x, y + length, x, y + gap )
-- cover edges
local sh = scope_size / 2
local w = (x - sh) + 2
surface.DrawRect(0, 0, w, scope_size)
surface.DrawRect(x + sh - 2, 0, w, scope_size)
surface.SetDrawColor(255, 0, 0, 255)
surface.DrawLine(x, y, x + 1, y + 1)
-- scope
surface.SetTexture(scope)
surface.SetDrawColor(255, 255, 255, 255)
surface.DrawTexturedRectRotated(x, y, scope_size, scope_size, 0)
else
return self.BaseClass.DrawHUD(self)
end
end
function SWEP:AdjustMouseSensitivity()
return (self:GetIronsights() and 0.2) or nil
end
end
[/CODE]
[editline]25th February 2014[/editline]
[QUOTE=Aeternal;44048032]Whenever I add the location of the zoom vtf's it just brings up a squared shot of a player that last killed me. How would it look like?
[CODE]if CLIENT then
local scope = surface.GetTextureID("materials/scope/gdcw_parabolicsight.vtf")
function SWEP:DrawHUD()
if self:GetIronsights() then
surface.SetDrawColor( 0, 0, 0, 255 )
local x = ScrW() / 2.0
local y = ScrH() / 2.0
local scope_size = ScrH()
-- crosshair
local gap = 80
local length = scope_size
surface.DrawLine( x - length, y, x - gap, y )
surface.DrawLine( x + length, y, x + gap, y )
surface.DrawLine( x, y - length, x, y - gap )
surface.DrawLine( x, y + length, x, y + gap )
gap = 0
length = 50
surface.DrawLine( x - length, y, x - gap, y )
surface.DrawLine( x + length, y, x + gap, y )
surface.DrawLine( x, y - length, x, y - gap )
surface.DrawLine( x, y + length, x, y + gap )
-- cover edges
local sh = scope_size / 2
local w = (x - sh) + 2
surface.DrawRect(0, 0, w, scope_size)
surface.DrawRect(x + sh - 2, 0, w, scope_size)
surface.SetDrawColor(255, 0, 0, 255)
surface.DrawLine(x, y, x + 1, y + 1)
-- scope
surface.SetTexture(scope)
surface.SetDrawColor(255, 255, 255, 255)
surface.DrawTexturedRectRotated(x, y, scope_size, scope_size, 0)
else
return self.BaseClass.DrawHUD(self)
end
end
function SWEP:AdjustMouseSensitivity()
return (self:GetIronsights() and 0.2) or nil
end
end
[/CODE][/QUOTE]
Heres an example:
Zoom Out
[IMG]http://i.imgur.com/iYilk7S.jpg[/IMG]
Zoom In
[IMG]http://i.imgur.com/3d98pNs.jpg[/IMG]
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