Ironsights Designer - Make Ironsight Coords in 30 Seconds!
111 replies, posted
[QUOTE=Ffffrawr]Great, but I seem to have trouble with weapons ending up left-handed, model flip isn't helping either.[/QUOTE]
Whoops - sorry - it doesn't handle providing you with any code for flipping the model, so if you find the weapon needs flipping ON to appear in the right hand, in your SWEP include the line
[lua]SWEP.ViewModelFlip = true[/lua]
to flip the model. Sadly, temporarily transplanting ironsights also doesn't flip models, so you'll need SWEPs to be already correctly flipped before you begin work on them. If I ever release a new version of this I will include the flip state as a copiable script line and transplantable variable.
[QUOTE=Devenger]Whoops - sorry - it doesn't handle providing you with any code for flipping the model, so if you find the weapon needs flipping ON to appear in the right hand, in your SWEP include the line
[lua]SWEP.ViewModelFlip = true[/lua]
to flip the model. Sadly, temporarily transplanting ironsights also doesn't flip models, so you'll need SWEPs to be already correctly flipped before you begin work on them. If I ever release a new version of this I will include the flip state as a copiable script line and transplantable variable.[/QUOTE]
Thanks, I did figure it on my own already though :4chan:
I've ironsighted the HL2 SMG, the shotgun, revolver and pistol for personal use already :v:
You sir, ARE FUCKING AWESOME! LUA KING FOR YOU SIR!
It doesn't work for me, some of the functions are broken, and yes I'm using it on singleplayer.
Very nice work!
Awesome stuff, downloading now. :)
Thanks :D
I've looking for something like this :)
what would i type in the box if i wanted to make ironsights for this?
[url]http://www.garrysmod.org/downloads/?a=view&id=36855[/url]
also when i try and save the iron sights nothing seems to happen.
whats going on?
Can you give a Tutorial on how to use it?
[QUOTE=101kl]Can you give a Tutorial on how to use it?[/QUOTE]
There is one, on page 2 of this thread, linked to in the main post.
Someone requested indirectly a version that allowed them to use the default cs_base weapons with custom ironsights. I promptly told them I wasn't going to do it for insurance purposes, then started on it immediately, and here's the result: [url=http://garrysmod.org/downloads/?a=view&id=43116]Ironsights Designer 1/7/08 Mod[/url]. It's functionally the same as v1, but this version includes an Automatic Transplant script that will transplant saved weapon ironsights onto any weapons with the right viewmodel (that uses weapon_cs_base or the same ironsight variables).
So, to get custom ironsights on the Pump Shotgun, you would load v_shot_m3super90.mdl into the designer weapon, move the weapon to where you'll want it to be when you enter ironsights, select 'Save ironsight functions...' in the menu, then change/restart the map (or type 'IronsightsTransplant' in console, then pick up a new copy of the weapon after suiciding). Whenever you pick up the Pump Shotgun in the future - even on (non-ScriptEnforced) multiplayer servers - the script will reocgnise its model and autotransplant your custom ironsights instantly.
This has only been partially tested - if you want just the stable and useful utility, go for v1!
Ok i have the view positions, that was easy.
but now i am stuck on editing my weapon base to make it support that code.
what would i add to my base to make these iron sights usable?
If you want to add very basic ironsight functionality to your own weapon base, you'll probably want to scavenge code from weapon_cs_base: [url]http://code.garrysmod.com/?show=garrysmod/addons/counter-strike/lua/weapons/weapon_cs_base/shared.lua[/url]
The stuff in SWEP:GetViewModelPosition is the most complex, though there are other functions used to allow to prevent ironsights usage (e.g. Initialize creates the newtworked bool for it, SecondaryAttack to turn it on and off, Reload disables it). You'll need to have real understanding to incorporate the functions successfully into your own weapon base. (Alernatively, derive your weapon base from weapon_cs_base.)
This is a very nice tool. I've noticed that this has purposes outside of Lua, as the position coordinates also correspond with $origin when compiling viewmodels, allowing you to accurately re-origin default weapons. The only feature this could use is something to adjust the viewmodel's FOV, as different games have different defaults.
I looove you.
If you are specifically using the tool for making stuff of a different FOV - I usually am, because I make CS:S weapons at a weapon FOV of 62 instead of 82, which the default weapons use and makes them look oddly far away - you could just edit line 25 in ironsights_designer/lua/weapons/ironsights_designer/shared.lua:
[lua]SWEP.ViewModelFOV = 82[/lua]
If I ever release an actual new version of this, I'll add FOV control of some sort.
This is fantastic, I'm using it for my HL2 mod :)
Oh, how could you possibly make a more useful tool?
I have one complaint, though.
When I load a weapon, it starts shaking about and vibrating.
Is this a problem with my model, or with the designer?
Necro bump... Nah just a small bump. Thanks anyway for bumping! I was just thinking about this so . thanks! I love this mod!
Well, I got to say ... this is just .. awesome.
I know this is a bit of a bump, but I made a swep using this:
[url=http://www.garrysmod.org/downloads/?a=view&id=56791][img]http://www.garrysmod.org/img/?t=dll&id=56791[/img][/url]
Gonna use it for my Gamemode's sweps :D
how do i find names of models for my weapons? I've looked all around my files, but i can't find the models I'm looking for. if it helps, I'm looking for all of the standard half life 2 weapons. i really want to be able to use this.
if anyone can, just post the model names for all of the half life 2 weapons, thanks in advance :)
[QUOTE=iLua][b]Name[/b]
View model
World model
[b]Pistol:[/b]
models/weapons/v_pistol.mdl
models/weapons/w_pistol.mdl
[b]Crowbar:[/b]
models/weapons/v_crowbar.mdl
models/weapons/w_crowbar.mdl
[b]StunStick[/b]
models/weapons/v_stunbaton.mdl
models/weapons/w_stunbaton.mdl
[b].357[/b]
models/weapons/v_357.mdl
models/weapons/w_357.mdl
[b]SMG[/b]
models/weapons/v_smg1.mdl
models/weapons/w_smg1.mdl
[b]AR2[/b]
models/weapons/v_irifle.mdl
models/weapons/w_irifle.mdl
[b]CrossBow[/b]
models/weapons/v_crossbow.mdl
models/weapons/w_crossbow.mdl
[b]BugBait[/b]
models/weapons/v_bugbait.mdl
models/weapons/w_bugbait.mdl
[b]Grenade[/b]
models/weapons/v_grenade.mdl
models/weapons/w_grenade.mdl
[b]RPG[/b]
models/weapons/v_rpg.mdl
models/weapons/w_rocket_launcher.mdl[/QUOTE]
Thank you so much!
You're welcome
this is going to save me a lot of time thank you
I wonder if you could use it just to look cool while playing a single player map?
Anyways, extremely awesome designer, can't wait to use it.
I just want to tell the creator of this SWEP thanks, I sucessfully used this bad boy to turn world models into view models for some SWEPS. I wouldn't have been able to do so without it.
Many thanks.
I haven't posted for around years, but I have posted here to say, THANK YOU! This is by far the most useful Garry's Mod utility I've come across in quite a while.
I'm going to give sights to the bazooka. just for fun.
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