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#1 |
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Registered User
Join Date: Nov. 3rd, 2001
Location: Thailand
Posts: 3
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Kinda Newbie question coming, but that's what I am
![]() How should I write a multi-level zoom ability into a version of a sniper rifle? I've gone through a copy of the Sniper script and follow what it is doing, but as it uses the PlayerPawn's built-in ToggleZoom function I can't figure out how or where to alter the DesiredFOV correctly. Whatever I try seems to yield the same original zoom level each time... Anyone got some pointers for me??
__________________
With a Coffee in my Hand, I have the World at my Feet. |
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#2 |
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function AltFire( float Value )
{ if (Pawn(Owner).IsA('Bot')) { Fire(Value); return; } PlayOwnedSound(Sound'UMenu.LittleSelect',, Pawn(Owner).SoundDampening); switch (Pawn(Owner).FOVAngle) { case 15: PlayerPawn(Owner).DesiredFOV = 5; break; case 5: PlayerPawn(Owner).DesiredFOV = 90; break; case 45: PlayerPawn(Owner).DesiredFOV = 15; break; case 90: default: PlayerPawn(Owner).DesiredFOV = 15; break; } } There the code I use, change the numbers to suit you |
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#3 |
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Registered User
Join Date: Nov. 3rd, 2001
Location: Thailand
Posts: 3
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Major Thumbs up to you sir!Thanks muchly etc. I'm now gonna bugger off and have a play.
__________________
With a Coffee in my Hand, I have the World at my Feet. |
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#4 |
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No need to thank me, the bill is in the mail.
Answer = 000000.10 My time = 100000.00 -------------------------- Total = 100000.10 Perfered payment in gold bars, but I will take Euros. |
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