[Solved @ Bob / Nobody] Teleporters / augged scope

Posted:
Sun Nov 20, 05 12:11 am
by Cozmo
how do i make teleporters for dxmp? coz im making a city linked together with subways (teleporters in doors)
o yea and howd i make it so a scope has augged vision?
Re: teleporters

Posted:
Sun Nov 20, 05 2:07 am
by ~ô¿ô~Nobody~
~Cozmo~ wrote:o yea and howd i make it so a scope has augged vision?
- Code: Select all
//================================================================================
// WeaponVisionSniper. (C) ~[Ã?]Nobody~
//================================================================================
class WeaponVisionSniper extends WeaponRifle;
simulated function RefreshScopeDisplay(DeusExPlayer player, bool bInstant, bool bScopeOn)
{
if(bScopeOn && (Player !=None))
{
if(Level.NetMode != NM_StandAlone )
DeusExRootWindow(Player.RootWindow).ScopeView.ActivateView(ScopeFOV, False, bInstant);
DeusExRootWindow(Player.RootWindow).HUD.AugDisplay.bVisionActive = true;
DeusExRootWindow(Player.RootWindow).HUD.AugDisplay.VisionLevel = 3;
DeusExRootWindow(Player.RootWindow).HUD.AugDisplay.VisionLevelValue = 28800;
}
else if (!bScopeOn)
{
DeusExRootWindow(Player.RootWindow).ScopeView.DeActivateView();
DeusExRootWindow(Player.RootWindow).HUD.AugDisplay.bVisionActive = False;
}
}
that's the vision sniper that i use in my SG maps