So, i've seen some mods with it. Im wondering how to do iron sights (aim down sights, kinda zooming in) in darkplaces. Maybe animation? Or I've heard that theres a command that moves the weapon around on the screen using certain parameters, not sure though. But if anyone knows please tell me.
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Iron Sights in Darkplaces?
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Having it done in Darkplaces would be no different than a standard Quake 1 mod. The ways I can see it being done is overall animation or a model switch - the model changes when you zoon into one already in position.
However best place to ask (before Baker says it) - Inside3D - Quake Modding - Because you can't be outside 3d! the forum there has many coders with answers.
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Originally posted by OoPpEe View PostHowever best place to ask (before Baker says it) - Inside3D - Quake Modding - Because you can't be outside 3d! the forum there has many coders with answers.
It's true. Usually posting this kind of questions here is just plain barking up the wrong tree. Inside3D.com is where to ask.
Even if you don't get an answer there, which can happen, a "no answer" there is often of higher quality than a "bad answer" here when it comes to serious modding questions.
http://www.google.com/search?q=iron+...s.inside3d.comQuakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
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Originally posted by RangerC View PostI might do a mini-opensource-mod for IronSight and other things.
Some people already wanted Iron-Sight in their mod.
QC only, engine friendly.Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.
So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
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