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Опубликовано:

Hi all is there anyway i can have a regular bullet tracked in the same way a GL or frag is in Final kill cam and/or regular killcam (of cource would need time to be slowed a tad so you can "see" the bullet travailing. :lol:

 

 

 

Thanks ~ Uncle {SAM}

Featured Replies

Опубликовано:
JoeyB":uhomaftg]Well I don't exactly know how they do it with frags and such, but my *idea* is that you could setviewmodel to another entity or something.

 

would i be able to find it in killcam.gsc?

Possibly. Why don't you look yourself? Lol.

 

setKillCamEntity( killcamentityindex, killcamoffset, starttime )
{
       self endon("disconnect");
       self endon("killcam_ended");

       killcamtime = (gettime() - killcamoffset * 1000);

       if ( starttime > killcamtime )
       {
               wait .05;
               // code may have trimmed archivetime after the first frame if we couldn't go back in time as far as requested.
               killcamoffset = self.archivetime;
               killcamtime = (gettime() - killcamoffset * 1000);

               if ( starttime > killcamtime )
                       wait (starttime - killcamtime) / 1000;
       }
       self.killcamentity = killcamentityindex;
}

 

This may have something in relation to it; not really sure.

 

EDIT2: Oh, here also:

killcamentityindex, // entity number of the entity to view (grenade, airstrike, etc)

 

Well that confirms that.

Now maybe find out whether the 'bullets' or so are an entity, and even if not you may be able to modify a magicBullet script to spawn some sort of entity thats not solid and such and use it.

Опубликовано:
JoeyB":bkf9hol7]Well I don't exactly know how they do it with frags and such, but my *idea* is that you could setviewmodel to another entity or something.

 

would i be able to find it in killcam.gsc?

 

Well, no. Projectile-based weapons like the grenades or missiles have that bullet-cam killstreak hardcoded. Not anyhow related to gsc. It's possible to make custom bullet cams through gsc though, I have a video of my testing somewhere.

Опубликовано:
  • Автор

I have and the olny mention of the "grenade" is

 

if (getdvar("scr_killcam_time") == "") {
	if ( sWeapon == "artillery_mp" || sWeapon == "stealth_bomb_mp" )
		camtime = (gettime() - killcamentitystarttime) / 1000 - predelay - .1;
	else if ( level.showingFinalKillcam	)
		camtime = 4.0;
	else if ( sWeapon == "javelin_mp" )
		camtime = 8;
	else if ( issubstr( sWeapon, "remotemissile_" ) )
		camtime = 5;
	else if ( !timeUntilRespawn || timeUntilRespawn > 5.0 ) // if we're not going to respawn, we can take more time to watch what happened
		camtime = 5.0;
	else if ( sWeapon == "frag_grenade_mp" || sWeapon == "frag_grenade_short_mp" || sWeapon == "semtex_mp" )
		camtime = 4.25; // show long enough to see grenade thrown
	else
		camtime = 2.5;
}

on line 39

 

Might just be me; or is it not in there :?

Опубликовано:
  • Автор
JoeyB":2teo5sif]Well I don't exactly know how they do it with frags and such, but my *idea* is that you could setviewmodel to another entity or something.

 

would i be able to find it in killcam.gsc?

 

Well, no. Projectile-based weapons like the grenades or missiles have that bullet-cam killstreak hardcoded. Not anyhow related to gsc. It's possible to make custom bullet cams through gsc though, I have a video of my testing somewhere.

 

 

A shame, would you by chance have that code still laying around? :idea:

Опубликовано:

Err. Read my edits, I guess.

Though Rendflex says it isn't possible so that's likely true.

I knew/know when [NBS] had it, it actually 'zoomed in' (not sure if they used my theory method or not) the person you killed in real time so it'd show in the killcam.

Опубликовано:
  • Автор
JoeyB":nuhy6cvn]Err. Read my edits, I guess.

Though Rendflex says it isn't possible so that's likely true.

I knew/know when [NBS] had it, it actually 'zoomed in' (not sure if they used my theory method or not) the person you killed in real time so it'd show in the killcam.

 

 

something along the lines of:

Bulletcam()
{
      Camera = spawn("script_model", self.origin);
      Camera setModel("c130_zoomrig");
      Camera.angles = (0,0,0);
      Camera NotSolid();
      Camera EnableLinkTo();
      wait 0.001;
      self CameraLinkTo( Camera, "something_linked_to_bullet?" ); 
      while(1)
      {
           Camera MoveTo(some_thing_linked_to_bullet?);
           wait 0.1;
      }
}

Опубликовано:
JoeyB":1y3a8o9y]Err. Read my edits, I guess.

Though Rendflex says it isn't possible so that's likely true.

I knew/know when [NBS] had it, it actually 'zoomed in' (not sure if they used my theory method or not) the person you killed in real time so it'd show in the killcam.

 

 

something along the lines of:

Bulletcam()
{
      Camera = spawn("script_model", self.origin);
      Camera setModel("c130_zoomrig");
      Camera.angles = (0,0,0);
      Camera NotSolid();
      Camera EnableLinkTo();
      wait 0.001;
      self CameraLinkTo( Camera, "something_linked_to_bullet?" ); 
      while(1)
      {
           Camera MoveTo(some_thing_linked_to_bullet?);
           wait 0.1;
      }
}

Yeah thatd be my best guess or something similar.

Maybe use the way magicBullet scripts move the bullet from say "A" to "B" and use camera moveTo(A, B); or something.

Hopefully you get what I mean lol

Опубликовано:
  • Автор
JoeyB":bbif5ulh]
JoeyB":bbif5ulh]Err. Read my edits, I guess.

Though Rendflex says it isn't possible so that's likely true.

I knew/know when [NBS] had it, it actually 'zoomed in' (not sure if they used my theory method or not) the person you killed in real time so it'd show in the killcam.

 

 

something along the lines of:

Bulletcam()
{
      Camera = spawn("script_model", self.origin);
      Camera setModel("c130_zoomrig");
      Camera.angles = (0,0,0);
      Camera NotSolid();
      Camera EnableLinkTo();
      wait 0.001;
      self CameraLinkTo( Camera, "something_linked_to_bullet?" ); 
      while(1)
      {
           Camera MoveTo(some_thing_linked_to_bullet?);
           wait 0.1;
      }
}

Yeah thatd be my best guess or something similar.

Maybe use the way magicBullet scripts move the bullet from say "A" to "B" and use camera moveTo(A, B); or something.

Hopefully you get what I mean lol

 

 

Would you know of any "things" linked to the bullet, you seem a more experienced in this field. :lol:

 

Any help would be greatly appreciated. :)

 

 

EDIT:

blach()
{
MagicBullet( "ac130_25mm_mp", self getTagOrigin("tag_eye"), self GetCursorPosition(), self );
}
GetCursorPosition()
{
return BulletTrace( self getTagOrigin("tag_eye"), vector_Scale(anglestoforward(self getPlayerAngles()),1000000), 0, self )[ "position" ];
}
vector_scale(vec, scale)
{
return (vec[0] * scale, vec[1] * scale, vec[2] * scale);
}

does not seem very self explanatory :x

Опубликовано:
JoeyB":23rn9ls0]
JoeyB":23rn9ls0]Err. Read my edits, I guess.

Though Rendflex says it isn't possible so that's likely true.

I knew/know when [NBS] had it, it actually 'zoomed in' (not sure if they used my theory method or not) the person you killed in real time so it'd show in the killcam.

 

 

something along the lines of:

Bulletcam()
{
      Camera = spawn("script_model", self.origin);
      Camera setModel("c130_zoomrig");
      Camera.angles = (0,0,0);
      Camera NotSolid();
      Camera EnableLinkTo();
      wait 0.001;
      self CameraLinkTo( Camera, "something_linked_to_bullet?" ); 
      while(1)
      {
           Camera MoveTo(some_thing_linked_to_bullet?);
           wait 0.1;
      }
}

Yeah thatd be my best guess or something similar.

Maybe use the way magicBullet scripts move the bullet from say "A" to "B" and use camera moveTo(A, B); or something.

Hopefully you get what I mean lol

 

 

Would you know of any "things" linked to the bullet, you seem a more experienced in this field. :lol:

 

Any help would be greatly appreciated. :)

That's what I'm saying -- I don't think there is. This may not even work, just an idea. Rendflex said you can't change the view model without moving the player.. So I don't know.

Опубликовано:

Able to dig up that code?

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