Loc-Dog 0 Posted August 21, 2004 That's similar to the G36C that I posted about. Probabaly the best way to implement it in-game. Works for me. Well, I got the idea from it, so... Share this post Link to post Share on other sites
dm 9 Posted August 21, 2004 No, it IS possible. Hav you ever played around with the Laser designator in OFP? Activate it, then point it right into the ground, you can see theres alittle red dot that DOES NOT go through objects. You people have to explore OFP more, because there IS a way to make a accurate laser sight. The laser designator is hard-coded to its own simulation. For soldier type weapons, the laser designator will ALWAYS use the at-weapon set of animations. Sorry, thats just the way BIS coded it into the game engine. (Trust me, I've tried it, on M4's, on M16's even on hand-grenades - it ALWAYS uses the at-weapon animation set) As for NV Goggles, the green filter is hard-coded to the game, and the nvg class is hard-coded (meaning you cannot create your own nvg class) You can REPLACE all of the visual aspects of the NVGs with your own model and textures, as Inquisitor, FDF, WGL and many others have done, but you can NOT ADD your own NVG class. And the only way to replace these aspects is either to change the main config.bin to reference your new models (as FDF and WGL have done) or to actually replace them in the data and data3d pbos (as Inq has done) Share this post Link to post Share on other sites
-Marine_Sniper- 0 Posted August 21, 2004 Eh, ok, I see what ur sayin. Share this post Link to post Share on other sites