Author Topic: Altering FOV when zoomed in  (Read 1188 times)

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VGames

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Altering FOV when zoomed in
« on: November 28, 2015, 06:29:57 PM »
I've noticed that I am unable to make a weapon change the field of vision while zoomed in. It's like the command:

Code: [Select]
sys.setcvar( "g_fov", WHATEVERYOUWANTTHISTOBE );

does not work at all while zoomed in with the BUTTON_ZOOM key. Do any of you know where in the SDK this can be turned off so that I can change the FOV no matter if I'm currently zoomed in or not?
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The Happy Friar

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Re: Altering FOV when zoomed in
« Reply #1 on: November 29, 2015, 07:09:00 AM »
There's a way to do it from the .def I think.  Can't remember what it is, I might of saw it in the code & used it.

VGames

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Re: Altering FOV when zoomed in
« Reply #2 on: November 29, 2015, 09:53:56 AM »
Are u saying there's a way to disable this issue in the def or are u referring to the zoomFov definition that u can add a weapons def to set the fov when zoomed in? I know about that one already.
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VGames

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Re: Altering FOV when zoomed in
« Reply #3 on: November 29, 2015, 03:37:49 PM »
I've set this up with different buttons so I'm good to go now. Thanks for the help.
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The Happy Friar

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Re: Altering FOV when zoomed in
« Reply #4 on: November 30, 2015, 09:07:38 PM »
I looked up in the GPL code.  using "zoomFOV" "#" (listed in weapon.h) in the weapon def should define a specific zoom per weapon.  But if you don't define for every weapon then when you zoom in with a weapon w/o zoom defined it uses the last value. 

IE the machine gun zooms in to 20.  You use machine gun & zoom in.  Then you switch to fists.  It has no zoom defined. If you zoom in then it zooms in to 20.

VGames

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Re: Altering FOV when zoomed in
« Reply #5 on: November 30, 2015, 11:19:16 PM »
That's good to know. Did not realize it worked like that. Thanks for the heads up.
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