| closedsetfov and recoil |
| Started by webmaze on 02-23-2010, 03:02 PM |
Threads: 3
Joined: Apr 2008
Hi, i wonder if you could give me a hand. i've been fiddling with wilson's ironsight plugin trying to reduce the fov just for a visual effect and lower the recoil to have something of real use.rnWhenever i try to use anything lower than 90, the model just disappears, i tried several modifications editing the origins in the model but nothing happens. no problems with anything above 90.rnAbout the recoil, i've tried several methods posted in here but i can't seem to control it. could somebody give me a hand? Thanks. Kind regards.rnrnZeta
Threads: 75
Joined: Nov 2007
You would have to show a sprite insted of the model if you wanna zoom in, the model is getting behind your field of view, lower then 90 i belive.rnrnNo one that i know of, have managed to remove or lower recoil yet.. Maybe we can do it with the new Orpheu module, but that will take alot of time to find out how...
Threads: 3
Joined: Apr 2008
i've been doing some test today and this is what i've got: i've been able to control recoil (i think is completely disabled) sending a message to HideWeapon BUT the bullet count disappears,i can live without that, and i can't change weapons while ironsigthing, but just like windows it could be considered a "feature" :D .rni've tried to use sprites but the only method i've seen is using Object, it works kind of IconStatus from cs, they have to be small and they are always placed on the left side of the screen.rni could use new sprites and modifiy hud.txt but i'm pretty sure i can't force them to download that file since it's already on the original game. How could i place a sprite on the middle and make it covered the whole screen, just like sniper sprite i think. Thanks for the prompt response, kind regards.rnrnZeta
Threads: 75
Joined: Nov 2007
hehe show me that message stuff for that recoil thing...nnZor knows how to setup that sprite ->nhttps://www.dodplugins.net/forums/showpost.php?p=13203&postcount=4 He is not in often tho, but lets hope he see this..
Threads: 3
Joined: Apr 2008
yeah sure, this is what i've done:rnrn
rn...rnnew gmsgHideWeaponrn...rnpublic plugin_init() {rn ...rn gmsgHideWeapon = get_user_msgid("HideWeapon")rn ...rn}rn...rnpublic disable_recoil(id) {rn message_begin(MSG_ONE, gmsgHideWeapon, {0,0,0}, id)rn write_byte(1)rn message_end()rn}rnrnpublic restore_recoil(id) {rn message_begin(MSG_ONE, gmsgHideWeapon, {0,0,0}, id)rn write_byte(0)rn message_end()rn}rn...rnrnrnone more thing, i've just realized the crosshair is no longer there, its even better for what i need! you can try differents values.rnthe test from Zor looks real good, but i think i'll redo the ironsight's view models, include the automatic weapons and forget setfov altogether, an static sprite while shooting would be king of boring. thanks for all Dr. G.rnrnZetaThreads: 75
Joined: Nov 2007
Good find, will work very well for your project. HTH. Ask again if something comes up.nn- Cheers!

