I must have posted this in the wrong forum the first time.
Greetings, folks.
I'm interested in making a mutator that causes a non-crouched player's view to wander/waver randomly. I've noticed that there is a "zooming" state, and I expect I can figure out whether there is a "crouched" state (must be, right? players move slower while crouched), and further whether there is a "zoomed" state, "walking" state, and "running" state. Any tips or hints would be great, since I'm new to the codebase.
(Optimally, a sniper's zoomed view would jostle most when running, less when walking, even less when standing still, and less still when crouched and moving, and least (possibly none) when crouched and still.)
I expect the major pain I'll suffer is figuring out how to make the player's view jostle. Any pointers to the right functions/variables would be fantastic. Once I know what to use I'm hoping it will be rather academic to come up with a "jostle" algorithm.
In any case, thanks for any help you folks can provide.
Cheers,
Kel
Greetings, folks.
I'm interested in making a mutator that causes a non-crouched player's view to wander/waver randomly. I've noticed that there is a "zooming" state, and I expect I can figure out whether there is a "crouched" state (must be, right? players move slower while crouched), and further whether there is a "zoomed" state, "walking" state, and "running" state. Any tips or hints would be great, since I'm new to the codebase.
(Optimally, a sniper's zoomed view would jostle most when running, less when walking, even less when standing still, and less still when crouched and moving, and least (possibly none) when crouched and still.)
I expect the major pain I'll suffer is figuring out how to make the player's view jostle. Any pointers to the right functions/variables would be fantastic. Once I know what to use I'm hoping it will be rather academic to come up with a "jostle" algorithm.
In any case, thanks for any help you folks can provide.
Cheers,
Kel