Jump to content

Behind Enemy Line



Hi ,

Currently I'm planning the next level for Behind Enemy Lines. Since the player has to do part of the level with a sniper rifle, a little preliminary work had to be done. So, Here's my way to tackle this topic with the Addon "FPS Weapon Pack":

The tutorial from tipforeveryone was very helpful to me. You can find it here


i downloaded a Scope frome here :http://www.cadnav.com/3d-models/model-36647.html

and put it as a child to the "vwep m4" and saved it as a prefab "vwep m4_sniper"

it should be look like this


Now you have to ajust the scope


But for the scope script to work, an empty script must be inserted in the following places. Thanks to Macklebee for this hint!


Now you have to change 2 scripts

1. fpsgun.lua

2. fpsplayer.lua


1. fpsgun.lua

this script i saved under "FPSGun_Sniper.lua"

then this video helps a lot :https://www.youtube.com/watch?time_continue=628&v=3OqwQSP-2FU

thanks to BluHornet

place this in your fpsgun_sniper.lua

Script.offsetADS=Vec3(0,0,0)--Vec3 "Offset ADS"

the next line put after the function Script:Start()

self.offsetNor = self.offset

self.hasZoom=true (or false) has been inserted because the ironsight will be active in every weapon, but at Grenade or something else i did not want this.

Since I have difficulty with the sway of the weapon and I have no solution for it currently, I commented under function Script: Draw () the following lines out:

	--self.swayspeed = Math:Curve(speed,self.swayspeed,20)
	--self.swayspeed = math.max(0.5,self.swayspeed)
	--self.amplitude = math.max(2,Math:Curve(speed,self.amplitude,20))

now its time to change the fpsplayer.lua

2. fpsplayer.lua

this line put in at the beginning


next place the following lines under the function Script:UpdateWorld()

	if self.weapons[self.currentweaponindex]~=nil and self.weapons[self.currentweaponindex].hasZoom then
		if self.ADSmode == false then
			self.weapons[self.currentweaponindex ].offset = self.weapons[self.currentweaponindex ].offsetNor
		if self.ADSmode == true then
			self.weapons[self.currentweaponindex ].offset = self.weapons[self.currentweaponindex ].offsetADS

and this also in this function (i put this after a lince called "--fire weapon"

	if window:MouseHit(2) then
		if self.weapons[self.currentweaponindex]~= nil then
			if self.ADSmode == false then
		if self.sound.pickupweapon~=nil then self.sound.pickupweapon:Play() end

if you do not want the ironsight by jump, reload, or carry an item, then paste those lines at the right places


Since the original crosshair disturbs me in the ironsight, I have inserted "and self.ADSmode==false then" in the function Script:PostRender(context) it should looks like this

	if self.health>0 then
		if self.canUse==true and self.carryingEntity == nil then
			local pickUpX = math.floor((context:GetWidth() - self.image.hand:GetWidth()))/2
			local pickUpY = math.floor((context:GetHeight() - self.image.hand:GetHeight()))/2
			context:DrawImage(self.image.hand, pickUpX, pickUpY)	
			if self.carryingEntity==nil then
				if self.weapons[self.currentweaponindex]~=nil then
					if self.image.crosshair and self.ADSmode==false then
						local crossHairX = math.floor((context:GetWidth() - self.image.crosshair:GetWidth()))/2
						local crossHairY = math.floor((context:GetHeight() - self.image.crosshair:GetHeight()))/2
						context:DrawImage(self.image.crosshair, crossHairX, crossHairY)


What follows now are the individual settings for each weapon to get an Ironsight.

M4 Sniper:


in the script:



the sniper M4 looks now like this



the m4 without scope


in the script:



it should look like this


the shotgun


in the script



the shotgun look like this



the pistol


in the script



the pistol look now like this



So, that was my solution. But if you have even better settings, feel free to write in this blog. I hope that this blog helped a bit. Especially to save time to find the settings for the Ironsight.

Have fun.

Greetings burgelkat




  • Like 5


Recommended Comments

There are no comments to display.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Add a comment...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Blog Entries

    • By Josh in Josh's Dev Blog 5
      You might have seen this graphic comparing the size of the world in different games. I've played Fuel, and never reached the end of the world in that game. You can drive for a very long time on those roads.

      We want to use the new engine for realistic simulations of air and ground movements. At normal cruising altitude of a commercial airliner, the pilot has a view range of about 400 kilometers. The image below shows that area (800 x 800 km). You can see the areas of the biggest games ever fit neatly into the corner of just our visible area.

      The gray space above is not the total world size, it is just the area you can see at once from high altitude. The total world size is about 50 times bigger.
      This is what I am working on now.
    • By Josh in Josh's Dev Blog 26
      Gamers have always been fascinated with the idea of endless areas to roam.  It seems we are always artificially constrained within a small area to play in, and the possibility of an entire world outside those bounds is tantalizing.  The game FUEL captured this idea by presenting the player with an enormous world that took hours to drive across:
      In the past, I always implemented terrain with one big heightmap texture, which had a fixed size like 1024x1024, 2048x2048, etc.  However, our vegetation system, featured in the book Game Engine Gems 3, required a different approach.  There was far too many instances of grass, trees, and rocks to store them all in memory, and I wanted to do something really radical.  The solution was to create an algorithm that could instantly calculate all the vegetation instances in a given area.  The algorithm would always produce the same result, but the actual data would never be saved, it was just retrieved in the area where you needed it, when you needed it.  So with a few modifications, our vegetation system is already set up to generate infinite instances far into the distance.

      However, terrain is problematic.  Just because an area is too far away to see doesn't mean it should stop existing.  If we don't store the terrain in memory then how do we prevent far away objects from falling into the ground?  I don't like the idea of disabling far away physics because it makes things very complex for the end user.  There are definitely some tricks we can add like not updating far away AI agents, but I want everything to just work by default, to the best of my ability.
      It was during the development of the vegetation system that I realized the MISSING PIECE to this puzzle.  The secret is in the way collision works with vegetation.  When any object moves all the collidable vegetation instances around it are retrieved and collision is performed on this fetched data.  We can do the exact same thing with terrain   Imagine a log rolling across the terrain.  We could use an algorithm to generate all the triangles it potentially could collide with, like in the image below.

      You can probably imagine how it would be easy to lay out an infinite grid of flat squares around the player, wherever he is standing in the world.

      What if we only save heightmap data for the squares the user modifies in the editor?  They can't possibly modify the entire universe, so let's just save their changes and make the default terrain flat.  It won't be very interesting, but it will work, right?
      What if instead of being flat by default, there was a function we had that would procedurally calculate the terrain height at any point?  The input would be the XZ position in the world and the output would be a heightmap value.

      If we used this, then we would have an entire procedurally generated terrain combined with parts that the developer modifies by hand with the terrain tools.  Only the hand-modified parts would have to be saved to a series of files that could be named "mapname_x_x.patch", i.e. "magickingdom_54_72.patch".  These patches could be loaded from disk as needed, and deleted from memory when no longer in use.
      The real magic would be in developing an algorithm that could quickly generate a height value given an XZ position.  A random seed could be introduced to allow us to create an endless variety of procedural landscapes to explore.  Perhaps a large brush could even be used to assign characteristics to an entire region like "mountainy", "plains", etc.
      The possibilities of what we can do in Leadwerks Engine 5 are intriguing.  Granted I don't have all the answers right now, but implementing a system like this would be a major step forward that unlocks an enormous world to explore.  What do you think?

    • By Haydenmango in Snowboarding Development Blog 6
      So I've been researching snowboarding lately to get an idea of what animations and mechanics I need to create for my game.  I have learned lots of interesting things since I've only seen snow once or twice in my entire life and have never even tried snowboarding or any other board sports (skateboarding, surfing, etc.) for that matter.
      Snowboarding tricks are quite interesting as they are mostly derived from skateboarding.  Snowboarding tricks pay homage to their equivalent skating tricks by sharing many concepts and names.  For example basic grabs in snowboarding share the same concepts and names as skateboarding: indy, mute, method, stalefish, nosegrab, and tailgrab.  Something interesting to note is in snowboarding you can grab Tindy or Tailfish but this is considered poor form since these grabs can't be done on a skateboard (due to the board not being attached to the skaters feet) and grabbing these areas is generally something a novice snowboarder does when failing or "half-assing" a normal grab.  Check out this diagram to see how grabs work -
      So, after reading lots of text descriptions for tricks I was still confused by what all these terms meant and how they were actually applied.  So my next step was to look up these tricks actually being done and I found some really cool videos showing off how to do various tricks.  This video in particular is the best reference material I've found as it contains nearly every trick back to back with labeled names and some tweaks -
      Sadly my rigged model doesn't handle leg animations with the snowboard that well so I can't animate as many tricks as I want to.  Regardless there will still be around 15 total grab/air tricks in the game.  Now it's time for me to stop procrastinating and start animating!  
  • Create New...