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SniperRifle with HUD element built into mesh

General mod discussion and requests.
A55K1KA
Posts: 120
Joined: Thu Apr 03, 2014 6:32 am

SniperRifle with HUD element built into mesh

Post by A55K1KA » Sat Apr 19, 2014 6:09 am

Hi, basically i have an idea to add a sniper rifle specific hud element which would show range to target and ammo remaining on the actual gun.


I also plan on adding bullet damage reduction over range accordingly (based on real life statistics).


I know i can retrieve information for range to target and ammo count, based on looking at other mods.


what i really want to know is can i display that information onto a mesh and have it change in real time.


 


if anyone has any ideas or anything regarding this please leave a post below.


Thanks.


"A Bullet Will Always Lead To Mutual Understanding...
In That It's One Of The Few Things
That One Can Truly Wrap Their Head Around"
-A55K1KA

JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

Basically, you can't. There

Post by JaxFirehart » Sat Apr 19, 2014 6:19 am

Basically, you can't. There is no why to dynamically change what a mesh looks like (please somebody correct if they DO know a way).


You could create a new element on the HUD and only show it if the player has a sniper rifle equipped.



A55K1KA
Posts: 120
Joined: Thu Apr 03, 2014 6:32 am

i suppose i could change it

Post by A55K1KA » Sat Apr 19, 2014 8:28 am

i suppose i could change it to a hud element that shows only when the player is aiming down sight and is using the weapon in question.


which would mean building it into the scope itself, to be honest i think this might work better since it would mean the data is there when you actually need it rather than when your not aiming.


Thanks for putting the idea in my head jax and for the fast reply.


"A Bullet Will Always Lead To Mutual Understanding...
In That It's One Of The Few Things
That One Can Truly Wrap Their Head Around"
-A55K1KA

plumjuice
Posts: 460
Joined: Wed Dec 12, 2012 11:59 am

Just piggyback Gophers Range

Post by plumjuice » Sat Apr 19, 2014 9:49 am

Just piggyback Gophers Range finder mod. http://www.nexusmods.com/newvegas/mods/40051/?


ATM it works on every scoped weapon and binoculars but I assume theres a way to only display it on certain weapons.


Read before asking for help. Please. >>>>>> http://taleoftwowastelands.com/content/read-asking-help



A55K1KA
Posts: 120
Joined: Thu Apr 03, 2014 6:32 am

seems his mod would make mine

Post by A55K1KA » Sat Apr 19, 2014 12:15 pm

seems his mod would make mine absolutely useless, oh well i can still make a weapon atleast.


already started making the basic shape, basing it on the remington model 783.


Uploaded a picture attached to this post, if anyone is interested.


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"A Bullet Will Always Lead To Mutual Understanding...
In That It's One Of The Few Things
That One Can Truly Wrap Their Head Around"
-A55K1KA

Pokepunch
Posts: 77
Joined: Tue Jan 01, 2013 8:42 pm

This mod seems to be doing

Post by Pokepunch » Sun Apr 20, 2014 4:11 pm

This mod seems to be doing something along the lines of what you want. Try asking him how he does it.



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MacDemo
Posts: 24
Joined: Sun Jul 21, 2013 12:20 am
Location: South West

There are mods and vanilla

Post by MacDemo » Mon Apr 21, 2014 1:17 am

There are mods and vanilla weapons that DO have some sort of dynamic mesh to them. Such as the sine wave on the sonic emitter or the LCD screen on the M72 Gauss Rifle. Also that mod link posted by Pokepunch looks promising.



A55K1KA
Posts: 120
Joined: Thu Apr 03, 2014 6:32 am

Updated picture attached.

Post by A55K1KA » Mon Apr 21, 2014 6:13 am

Updated picture attached.


also thanks for pointing me to that mod, i have sent a message to the author and have a general idea how to do it now by looking at his scrips.


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"A Bullet Will Always Lead To Mutual Understanding...
In That It's One Of The Few Things
That One Can Truly Wrap Their Head Around"
-A55K1KA

A55K1KA
Posts: 120
Joined: Thu Apr 03, 2014 6:32 am

here is a general idea of the

Post by A55K1KA » Tue Apr 22, 2014 5:49 am

here is a general idea of the script i plan on using, if anyone is interested and wants to check it out.


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"A Bullet Will Always Lead To Mutual Understanding...
In That It's One Of The Few Things
That One Can Truly Wrap Their Head Around"
-A55K1KA

A55K1KA
Posts: 120
Joined: Thu Apr 03, 2014 6:32 am

well i did have a lengthy

Post by A55K1KA » Tue Apr 22, 2014 3:31 pm

well i did have a lengthy well written post to put here, but my browser was being a jerk and send me back a page instead of deleting text so i am going to make this short and sweet...


Script is sorted, range finder will work only when aiming, and only without a scope, since some mods already do the range finder for the scopes, and i want to avoid conflicts wherever possible.


the range finder (assuming all goes to plan) will contain and AI named S.A.A.D.E. (Snipers' Advanced Automated Detection Emitter).


The AI will comment on your journey throughout both wastelands. (note this feature may be dependent on the player having picked the WildWastland trait during chargen).


If anyone overheard myself and Atom talking about the mod, please try to keep anything you may have heard/read quiet, so the mod isnt spoiled for other potential users. Thanks.


"A Bullet Will Always Lead To Mutual Understanding...
In That It's One Of The Few Things
That One Can Truly Wrap Their Head Around"
-A55K1KA

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