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[Solved @ Bob / Nobody] Teleporters / augged scope

PostPosted: 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?

PostPosted: Sun Nov 20, 05 1:08 am
by Bob

Re: teleporters

PostPosted: 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

PostPosted: Sun Nov 20, 05 2:38 pm
by Cozmo
Thanks!