LooooP Posted January 9, 2014 Posted January 9, 2014 The sniper scope and the silencer are just objects in the SA world, he is just attaching it to the weapon. As you can see they don't do anything (AK's aim still the same even with the scope)
Forrest Posted January 9, 2014 Author Posted January 9, 2014 The sniper scope and the silencer are just objects in the SA world, he is just attaching it to the weapon. As you can see they don't do anything (AK's aim still the same even with the scope) And that's what I am showcasing. So far, to my knowledge, attaching objects to weapons has not been done yet and people have always deemed it impossible. I have proved that it is in fact possible. Anything else that's clearly obvious, that you would like to state?
Einheit-101 Posted March 27, 2014 Posted March 27, 2014 onClientRender getPedBonePosition setElementPosition of course this is possible. €DIT:: but i think you will encounter problems with rotation and such stuff...
Jesseunit Posted March 29, 2014 Posted March 29, 2014 It's easier, download this resource, attach your attachment to ID 25 (Righthand) as the weapon is being held in the players' right hand, get the offsets right so it looks like the attachment is attached to the weapon. Now implement it into your script, vióla. EDIT: MTA has fixed the slope issue where if you would walk upon a hill attachments would glitch so it works even better now.
Forrest Posted March 29, 2014 Author Posted March 29, 2014 It was only a matter of time until you finally gave in Jesse. Saved me the time however, thanks.
Einheit-101 Posted March 30, 2014 Posted March 30, 2014 Bone Attachements is exactly what those 3 functions do. I did something similar some years ago with a Steel helmet for players. The slope issue was not fixed at this time so i stopped working on it.
Forrest Posted April 3, 2014 Author Posted April 3, 2014 Itis probably a Cleo script Clearly, you can't read. I'll explain further. I used the bone_attach resource after a quick thought that popped into my mind regarding how the original weapon system works. With the original weapon system in GTA:SA, weapon models have a single pivot point that attaches to a single bone, the right hand. So simply all one does is head into 3DS max, import for instance, an AK47. Model an attachment on top of it, set the pivot point to the EXACT same as the AK47, delete AK47, export attachment, attach to right hand and VOILA. Everything lines up 100% in ALL animations. If you do it for a single gun, you will be able to get away with using them for other guns of the same type, ie; AK47 and an M4, although it may not line up as well, it's bearable depending on what you've made. Though I would highly recommend making separate attachments for each gun, so that everything lines up 100%. You may want to use some form of server-side weapon mods or even put the stock weapon models on the server so that people don't complain about things looking like crap because the script is not optimized for THEIR mods.
Jesseunit Posted April 3, 2014 Posted April 3, 2014 It was only a matter of time until you finally gave in Jesse. Saved me the time however, thanks. Yup, I don't really bother playing MTA anymore, all I'm doing is watching movies on Netflix and working on Sociuspirate.
Forrest Posted April 5, 2014 Author Posted April 5, 2014 It was only a matter of time until you finally gave in Jesse. Saved me the time however, thanks. Yup, I don't really bother playing MTA anymore, all I'm doing is watching movies on Netflix and working on Sociuspirate. Yeah, I haven't played in a while. Real life priorities and all that. Thanks for the reminder to cancel my Netflix, haven't used it in a long time. Sociuspirate is looking good, nice work son.
Forrest Posted August 28, 2014 Author Posted August 28, 2014 uhmm.. what are the possible weapons can be attach ... uhmm how about a rifle is it okay?? All weapons work. Attach a scope to a golf club if you like.
Grafu Posted August 29, 2014 Posted August 29, 2014 Offsetting basing on ped bone, weapon muzzle positions.
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