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FPSC Classic Scripts / accessing zoom control?

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Cruise McClarren
19
Years of Service
User Offline
Joined: 23rd Aug 2005
Location:
Posted: 13th Dec 2006 02:15
Is there a way to access the zoom control for something other than a gun that already comes with it? For example, if you made binoculars, would it be possible to make them zoom in as well? (If this isn't where I should post this, please send me to the right place. If this is, then please help me )

LIFE: "That thing that happens to us when we are too young to die"
~V.J.C. 2003
Candle_
18
Years of Service
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Joined: 29th May 2006
Location: kindergarten
Posted: 13th Dec 2006 04:36 Edited at: 13th Dec 2006 04:37
If you look at the setuplevel.fpi you will find this line and I think that is the zoom hud

Thats as much as I know about it.

mister shakes
17
Years of Service
User Offline
Joined: 10th Dec 2006
Location: Amishville
Posted: 13th Dec 2006 05:51
after reading xplosys' lovely scripting tutorial for the second time...this one-week old noob wonders if somewhere lost in the numbers under scankeycodepressed lie the number representations of the mouse buttons.....

i would assume a zoom feature would require access to the players z-axis, specifically one that describes their FOV (field of view). if it can be done in fpsc i haven't found it. so im guessing we are looking for source code here.

however i am confused? i was playing around with HUDs and made one cover the whole screen in-game. so we can use hudsizex,y,z to change the physical size. can it be manipulated similar to the zoom scope on a tavor for instance? from what i can see from the action there is only 2 main points. the zoom origin (normal player FOV) and the zoom endpoint. i guess my question is how is the FOV altered in that way?

sorry for babbling...

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