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Lord Zedd

.MAP
Adding Laser Sights

13 posts in this topic

Preferred Plugin: Check My Signature

Part A: Finding/Naming the Effect for Future Reference (If Not Already Named)

Open up your map and head to the Spartan Laser WEAP tag, and scroll down to "Firing Effects". The first tagref "Firing" is the effect you'll want to note/name/whatever for later. In Forge World's case the effect already had a name, which is always nice.

findinglaser.jpg

Part B: Applying the Effect

Now open up the weapon you wish to add a laser to (For this tut, the DMR), and scroll down to the "Attachments" chunk. I personally prefer to add it to the second chunk, but I'm sure it works in the first as well.

NOTE: The next 2 images are outdated, the name is "Attachments", NOT "Lights"

laserlightsbefore.jpg

Swap the "Attachment" tag for your effect, while keeping/adding "257" into the first box and "0" in the second. Like so:

laserlightsafter.jpg

Poke/save your changes and check out your new laser sight! :biggrin:

laserfinal.jpg

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Hmm. This gives me a very bright idea. Thanks for the tutorial my man.

We should find out how to make it center with the cross hair.

Edited by Annihilate

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Hmm. This gives me a very bright idea. Thanks for the tutorial my man.

We should find out how to make it center with the cross hair.

If it was centered with the cross hair it would be coming straight out of your face.

I'm geussing there's no way to make it do this only when picked up?

Oh by the way it doesn't act like a laser. It goes through everything and stops after, say, 3 kilometres.

Anyway, awesome. Nice job. Definantly going in my mod.

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Well the bullet doesn't shoot where the laser is pointing. It kinda defeats the purpose of the laser.

And if we could turn it on and off that would be cool. But that probably is improbable.

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Well the bullet doesn't shoot where the laser is pointing. It kinda defeats the purpose of the laser.

And if we could turn it on and off that would be cool. But that probably is improbable.

well, you could poke some changed to turn it on and off lol. And no, you're editing a attachment of the model, so it will go where it is pointing. It may be possible to change where it is pointing my changing the position of the marker though..? I'll have a look at it latter

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well, you could poke some changed to turn it on and off lol. And no, you're editing a attachment of the model, so it will go where it is pointing. It may be possible to change where it is pointing my changing the position of the marker though..? I'll have a look at it latter

yup, can be repositioned and rotated with a marker :)

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well, you could poke some changed to turn it on and off lol. And no, you're editing a attachment of the model, so it will go where it is pointing. It may be possible to change where it is pointing my changing the position of the marker though..? I'll have a look at it latter

flash light has functionality to turn on and off, if you were to replace the flashlights actual light with this effect instead you could probably turn it on and off then. but for multiplayer im not sure how to activate that part for the flashlight

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flash light has functionality to turn on and off, if you were to replace the flashlights actual light with this effect instead you could probably turn it on and off then. but for multiplayer im not sure how to activate that part for the flashlight

Well, there must be a pointer in the tag somewhere to allow for a binding key function to happen, same with night vision.. I'll have a look for that latter too.

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Well, there must be a pointer in the tag somewhere to allow for a binding key function to happen, same with night vision.. I'll have a look for that latter too.

I know the "Attachment Triggers" struct appears to do that, but I haven't looked much into it really.

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