No1uKnow
19th April 2006, 01:34
Well first things first, credits to temp2 for the HUD hide that he posted for lscript, and to whoever showed us how to use staticloadobject to load stuff from the engine.
and fragger for letting me learn from his source
this is the way I did it for norecoil v2 pub that I released for 2.5 minus the HUD hide.
1. Globals and ect
APlayerController* PC;
bool bSniperScope = 1;
bool bHideZoomHud = 1;
static class UTexture* Sniper = NULL;
#define LoadTexture(Texture,Name) \ // using staticloadobject to grab the texture from the engine.
if ( Texture == 0 ) \
{ \
Texture = (UTexture*)UTexture::StaticLoadObject( UTexture::StaticClass(), 0, TEXT(Name), 0, LOAD_NoWarn, 0 ); \
if ( Texture != 0 ) Texture->SetFlags(RF_Keep); \
} \
2. Using LoadTexture
go to your dllmain, and right under where you attach your hack you can call it
e.x
IATHOOK(BLAHBLAH);
LoadTexture (Sniper, "T2-FX.Overlay.m82a1_overlay_sight");
3. The Main code
void AssignScope()
{
MyWeapon = Cast<AAGP_Weapon>(PC->Pawn->Weapon);
if (MyWeapon->_Scope != NULL)
{
ABaseScope* MyWeaponsScope = MyWeapon->_Scope;
MyWeaponsScope->tZoomOverlay = Sniper;
MyWeaponsScope->aZoomFOV(0) = 5.01;
}
}
void TweakEm()
{
if ( bSniperScope )
{
AssignScope();
}
if ( bHideZoomHud )
{
if ( PC->DesiredFOV == PC->DefaultFOV )
{
PC->bHUDHideAmmoCount = false;
PC->bHUDHideWeaponStatus = false;
PC->bHUDHideWeapon = false;
PC->bHUDHideGrenades = false;
PC->bHUDHideMedical = false;
PC->bHUDHideHealth = false;
PC->bHUDHideCombatEffect = false;
PC->bHUDHideOptics = false;
PC->bHUDHideCompass = false;
PC->bHUDHideTimer = false;
PC->bHUDHideObjectives = false;
PC->bHUDHideRadar = false;
}
else
{
PC->bHUDHideAmmoCount = true;
PC->bHUDHideWeaponStatus = true;
PC->bHUDHideWeapon = true;
PC->bHUDHideGrenades = true;
PC->bHUDHideMedical = true;
PC->bHUDHideHealth = true;
PC->bHUDHideCombatEffect = true;
PC->bHUDHideOptics = true;
PC->bHUDHideCompass = true;
PC->bHUDHideTimer = true;
PC->bHUDHideObjectives = true;
PC->bHUDHideRadar = true;
}
}
}
Now call TweakEm(); in your render if your Pawn and Weapon is valid
got any problems? post em, BTW, wtf I cant get the braquets straight in the [.code] blocks >.<
and fragger for letting me learn from his source
this is the way I did it for norecoil v2 pub that I released for 2.5 minus the HUD hide.
1. Globals and ect
APlayerController* PC;
bool bSniperScope = 1;
bool bHideZoomHud = 1;
static class UTexture* Sniper = NULL;
#define LoadTexture(Texture,Name) \ // using staticloadobject to grab the texture from the engine.
if ( Texture == 0 ) \
{ \
Texture = (UTexture*)UTexture::StaticLoadObject( UTexture::StaticClass(), 0, TEXT(Name), 0, LOAD_NoWarn, 0 ); \
if ( Texture != 0 ) Texture->SetFlags(RF_Keep); \
} \
2. Using LoadTexture
go to your dllmain, and right under where you attach your hack you can call it
e.x
IATHOOK(BLAHBLAH);
LoadTexture (Sniper, "T2-FX.Overlay.m82a1_overlay_sight");
3. The Main code
void AssignScope()
{
MyWeapon = Cast<AAGP_Weapon>(PC->Pawn->Weapon);
if (MyWeapon->_Scope != NULL)
{
ABaseScope* MyWeaponsScope = MyWeapon->_Scope;
MyWeaponsScope->tZoomOverlay = Sniper;
MyWeaponsScope->aZoomFOV(0) = 5.01;
}
}
void TweakEm()
{
if ( bSniperScope )
{
AssignScope();
}
if ( bHideZoomHud )
{
if ( PC->DesiredFOV == PC->DefaultFOV )
{
PC->bHUDHideAmmoCount = false;
PC->bHUDHideWeaponStatus = false;
PC->bHUDHideWeapon = false;
PC->bHUDHideGrenades = false;
PC->bHUDHideMedical = false;
PC->bHUDHideHealth = false;
PC->bHUDHideCombatEffect = false;
PC->bHUDHideOptics = false;
PC->bHUDHideCompass = false;
PC->bHUDHideTimer = false;
PC->bHUDHideObjectives = false;
PC->bHUDHideRadar = false;
}
else
{
PC->bHUDHideAmmoCount = true;
PC->bHUDHideWeaponStatus = true;
PC->bHUDHideWeapon = true;
PC->bHUDHideGrenades = true;
PC->bHUDHideMedical = true;
PC->bHUDHideHealth = true;
PC->bHUDHideCombatEffect = true;
PC->bHUDHideOptics = true;
PC->bHUDHideCompass = true;
PC->bHUDHideTimer = true;
PC->bHUDHideObjectives = true;
PC->bHUDHideRadar = true;
}
}
}
Now call TweakEm(); in your render if your Pawn and Weapon is valid
got any problems? post em, BTW, wtf I cant get the braquets straight in the [.code] blocks >.<