[REQ] Laser pointer

Post » Tue Feb 01, 2011 2:47 pm

Hello,

I'm looking for mod which get rid of the immersion breaking target laser beam.
Il mean for the weapon modifications which trace un red fence through the air when the beam should only be viewed through smoke or dust.
Any way to limit the device to a simple red dot on weapon point of impact ?

If any mod does it yet, thanks for clues to where I can find it.
If not, any modder interested in ?

Thanks 4 your answers
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Katie Louise Ingram
 
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Post » Tue Feb 01, 2011 4:47 pm

I think the red beam exists primarily because the red dot on the target isn't possible with the game engine. Instead the game just reduces the weapon spread to make it more accurate.
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kristy dunn
 
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Post » Tue Feb 01, 2011 10:08 pm

Also, pretty much everywhere in the game looks rather dusty. I think there's enough dust and sand blowing about to justify seeing a laser beam in the air. And annoyingly the game engine can't actually do a laser dot on the target.
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Rodney C
 
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Post » Tue Feb 01, 2011 9:29 am

Couldn't anyone go back and find a copy of TEAM FORTRESS for quake somewhere (it wasnt a commercial product back then, it was a free mod on the net) and see how the designers did THEIR laser dot for sniper rifles? maybe we can copy that idea.
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Michelle Chau
 
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Post » Tue Feb 01, 2011 3:49 pm

Couldn't anyone go back and find a copy of TEAM FORTRESS for quake somewhere (it wasnt a commercial product back then, it was a free mod on the net) and see how the designers did THEIR laser dot for sniper rifles? maybe we can copy that idea.


I think Team Fortress use a different Engine then Fallout New Vegas. So it won't work the way they did.
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Catherine Harte
 
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Post » Tue Feb 01, 2011 7:46 pm

But it amusing to think that even old games like original Quake and Half-Life 1 could handle a laser dot, but the Fallout 3/New Vegas versions of Gamebryo can't.
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Angus Poole
 
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Post » Wed Feb 02, 2011 12:59 am

Just a suggestion, but weapons have "impact data" which I think allows you to add things like the red sparks that fly up when lasers hit a surface. Would it be possible to specify a new impact type that's just a red dot that lasts a fraction of a second, then use "fireweapon" to periodically fire a dummy weapon with an invisible projectile, zero damage, and that impact type from the player? The projectile could be fired every half second or so whenever the player has the weapon drawn, or maybe just whenever the player is holding down the aim button.
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Amanda savory
 
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Post » Tue Feb 01, 2011 10:08 am

Even if that was possible, wouldn't the game think that everyone was being shot all the time and have them go hostile?
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Ymani Hood
 
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Post » Tue Feb 01, 2011 12:10 pm

Reading over the info for the fireweapon command there's another problem - if the player has a weapon equipped (which they will), it'll expend ammo. A way around both problems would be to fire the projectile from a dummy item near the player rather than from the player directly. That has it's own issues - it'd be easy enough to use getpos/setpos/getangle/setangle every quarter second or so to keep the object in position, but you'd have to keep it offset from the player's center to keep the fired projectile from just hitting the player, which means using a couple of trig functions every time.
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Ownie Zuliana
 
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Post » Tue Feb 01, 2011 9:44 am

What that sounds like to me: 'More work than it's worth...'


I guess it's about time for an engine change, anyways... what with all these people wanting cars, and laser dot scopes that don't leave a constantly visible trail... sheesh... always want something, don't they?


Mmm... a world map the span of a classic title, all in first person and filled with ruins...

... it'd take five damn years to make it, but hell... I'd accept that. I've been waiting longer than that for Tamriel Rebuild, for cryin' out loud.


Meh. Back to work with me!

'This message was brought to you by the letters: F, U, M, T, X, R, S, Y, and 9...'
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gandalf
 
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Post » Tue Feb 01, 2011 11:10 pm

I have no idea how to make the custom projectile, but aside from that I don't think it would be too hard. A bit kludgey though.
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CSar L
 
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Post » Tue Feb 01, 2011 2:25 pm

Just a suggestion, but weapons have "impact data" which I think allows you to add things like the red sparks that fly up when lasers hit a surface. Would it be possible to specify a new impact type that's just a red dot that lasts a fraction of a second, then use "fireweapon" to periodically fire a dummy weapon with an invisible projectile, zero damage, and that impact type from the player? The projectile could be fired every half second or so whenever the player has the weapon drawn, or maybe just whenever the player is holding down the aim button.


lol i've did that today and it works .. the only problem that the dummy weapon uses the stats of the equiped weapon
http://www.newvegasnexus.com/imageshare/images/341894-1301780033.jpg
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Alexandra Louise Taylor
 
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