I've been here for researches for a while and I did a lot of researches on other sources. I'm a 100% true noob to any particular part of the procedures of making a mod. Before I was pretty much busy with tons of school work and now I finally have some time to spend for myself.
And before you read the things below, just to let you know that I haven't really start building my mod YET, so everything is still in the sky
So...uhhhh.....I REALLY want to try making a weapon attachment and accessories system (like those dot sights, scopes, laser sights, and if possible, silencers/suppressors and even grenade launchers and masterkey shotgun)
FIRST, I don't know if there is any possibility to let the code make the attachments attach to both the view model and the world model? (of course, for different weapons, options of attachments would be a bit different, and they should be attached on different coordinates when applying onto different weapons.)
SECOND (well of course) there will be iron sights implementing (or let's say integrating) with it, so here comes another problem. After the player make his choice in the buy menu in the game (I think that's a VGUI problem or something), let's say for the same weapon the M4A1 assault rifle, if you attach different scopes or sights, ironsighting would be different, right? (at least in terms of the coordinate that will be used in the iron sight code, correct me if I'm wrong) And here I believe using the 3D scope in the model directly instead of dynamic scope should be easier for the Source Engine to handle. (Also plz correct me if I'm wrong). SO, is that possible for the Source Engine? (I think technically its like an "if" structure checking what scope you have on what weapon you have, and then there are tons of cases, the code then matches the the right situation and then tells where the coordinate of ironsighting should be in this case, but I wonder if that's gonna take a lot of resources from the computer and make it laggy)
THIRD, attaching grenade launchers and/or masterkey shotguns means that the weapon will have different fire outputs, and of course carrying two different types of ammo. Yes, I know the default SMG has this beautiful feature but I really want to AT LEAST insert some kind of animation in there, so that at least through the view model (and if possible, hopefully also the world view) you can clearly tell that you (the character) are operating the the attached weapon (like you are holding the trigger of the grenade launcher), and also a specific fire animation and a reload animation for that attachment when attached to that specific weapon. And here I think probably I should just make those animations, but how should it exist or done in the code part? I know it already sounds like "two different weapons" (and that's one of my ideas I'm thinking about), but is it possible to force two weapons to be picked up and/or dropped together (yeah, like a "pack")? (with that being said, in the GUI or something on the screen it should display 2 tga pictures instead of only one, just like all other situations when you have two weapons in one category) (And I guess it maybe is pretty hard to really have that much stuff in one single weapon, so maybe I should really make them into "technically" two weapons "packed" together...?)
FOURTH, attaching silencer/suppressors means that the fire sound should also be changed. (Here we assume that the procedure of "adding a silencer" is just done by player choosing the attachments in the buy menu rather than a real animation like the USP pistol and M4A1 in Counter Strike Source) And how should that be done? Using an "if" structure in the code and tell it to use a different fire wav file when the suppressor is "on" (probably a bool type variable)?
Anyway I know it's kinda wordy and sorry for my poor English and also really noob in modding.
Thanks a lot in advance! any suggestions and/or tips will help!
EDIT: This might not help but just in case you need to know, I'm planning to use this on a Source Engine 2007 based multiplayer mod.














