Hmm, good point. Flashlight it is! And maybe it would go out in the pocket dimension only.Jellycog wrote:It would also be rather tiring taking NV off, gas-mask on, gas-mask off, NV on..
Re: Adding a light source?
#22Jellycog wrote: It would also be rather tiring taking NV off, gas-mask on, gas-mask off, NV on..

Re: Adding a light source?
#23I was wondering why people thought you couldn't do both at once. It's like being unable to use binoculars because you wear glassesDr. Geist wrote:Jellycog wrote: It would also be rather tiring taking NV off, gas-mask on, gas-mask off, NV on..you were saying?
Mr Sensible Ideas
Re: Adding a light source?
#24Its just not as effective using NV over the mask but its definitely possible, Im sure you could even find an actual built in NV if you search a little harder but seriously that was first page of a google image search..
Re: Adding a light source?
#25How about you put the gas mask in SCP-914. Set the dial to very fine. Boom, short range NV.
Re: Adding a light source?
#26Hey! Did you see the date of the last post? You should pay attention to that before posting anything.Reks wrote:How about you put the gas mask in SCP-914. Set the dial to very fine. Boom, short range NV.
Re: Adding a light source?
#27Anyone play Payday?Omniary wrote: Yeah, I thought that'd be interesting as well. They could just have simple light textures over their heads like 106 has his glowing eyes.
They could work like the cloaker's glowing Night-Vision.
The goggles are simply a pure green texture, but from far away they are illuminated, and you can see them glow and spot them from a distance.
Figure a headlight or another night-vision rendition could work similar, as the CB engine could support that.
Re: Adding a light source?
#28I think i'm going to lock this since the thread was long gone, although, if anybody wants to add something PM me and i will unlock it so discussion can take place.
sup
roger copy bravo tango mango
roger copy bravo tango mango