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Canzandridas

Turning off sights?

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In the Contact DLC there's a point where sights don't work. Is there an easy way to do the same in a mission? What I want is for sights to not have any kind of reticle. Just a piece of glass with no red dot or anything like that.

Seeing how it's been done in the DLC I would imagine that it must be easy to do. But I have no idea how and after searching for a while I can't find anything related to this. Maybe it's because of terminology IDK so if you know how or if you've seen a thread like this, please, enlighten me :D

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Please this is something that has to be pretty simple... I just can't find anything about it anywhere and I really don't know enough about programming or this game's code to know what to look for

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In what part of the campaign does this happen, exactly? 

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27 minutes ago, Harzach said:

In what part of the campaign does this happen, exactly? 

 

Well, IRC it's on the third mission and can't say right now if it's on more but I could check if it's necessary.

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Ahh, right. Well, the mystery is afoot. No command/function jumps out at me, and the Contact files will probably be locked behind the .ebo format for some time. Hopefully someone will come along with some insight.

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They are not turning sights off. Just replacing with:

Quote

player removePrimaryWeaponItem "optic_Aco";
player addPrimaryWeaponItem "optic_Aco_broken";

 

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3 hours ago, Cysiu said:

They are not turning sights off. Just replacing with:

 

It's been a while since I played through, is the ACO really the only optic available?

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16 hours ago, Cysiu said:

They are not turning sights off. Just replacing with:

 

Ok I'll try that and let you know if it worked 😄 If anything I suppose that it should would work for other sights... I'll have to check, but I can't right now.

Anyways there were more sights in the map I could swear... I'm not 100% sure but still, it's holographic sights and red dot sights and all that, everything that doesn't fully change your view... or to put it other way: Any sight you can still use with your night vision goggles on... For sniper optics and the like it's different and I would bet those aren't really battery powered so those should be fine anyways... but yeah, this really looks like what I'm looking for! Thanks!

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On 10/3/2020 at 8:28 AM, Cysiu said:

They are not turning sights off. Just replacing with:

 

Ok that does not work for me. Even if I don't put the ACO sight on the weapon, if I use the command to spawn the broken one it appears but it's still working perfectly fine. So it has to be something different or I'm missing something. But I know I'm using the correct item name so I don't see why this wouldn't work

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8 hours ago, Canzandridas said:

Well, no. I want to use this in the normal editor. Isn't there a way of doing it without contact?

I don't think it's possible to do that scripted way 

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You need to load the Contact DLC, otherwise the assets are not available, just as with any mod that adds assets.

 

Here is what might be a full list of "broken" equipment:

/*
NVGoggles_INDEP_broken
Rangefinder_broken
acc_esd_01_flashlight_broken
acc_pointer_IR_broken
acc_flashlight_broken
optic_Hamr_broken
optic_MRCO_broken
optic_Aco_broken
ChemicalDetector_01_watch_broken_F
*/

 

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14 hours ago, Cysiu said:

I don't think it's possible to do that scripted way 

 

Well darn it. Thank you for the help anyways. I'll try to see if I manage to use it somehow... But if it has to be with contact I'm not sure I'll be able to :C

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Ok, so I've tried it with contact and it works like a charm. Thank you very much! But it's a shame it has to be with contact... I don't know how this works exactly since it opens differently with that DLC on but for the moment it seems to be fine so I'll manage with this 😄

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