Vehicles FOV (zoom)

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Waldek
Posts: 49
Joined: Thu Mar 08, 2012 12:09 pm

Vehicles FOV (zoom)

Post by Waldek »

Hi
According to Basic Tutorials it's possible to change hand weapon's FOV. How about tanks then?
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one
Posts: 50
Joined: Thu Sep 15, 2011 4:14 pm

Re: Vehicles FOV (zoom)

Post by one »

You can change FOV for any PCO, but all internal and external views will be changed too.
Waldek
Posts: 49
Joined: Thu Mar 08, 2012 12:09 pm

Re: Vehicles FOV (zoom)

Post by Waldek »

Yeah it works fine as client side but my target is to do that by SSM. Adding the following lines to ObjectSpawnTemplates.con doesn't work if SSMed.

ObjectTemplate.Active is2
ObjectTemplate.vehicleFov 0.7
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Swaffy
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Location: Cibolo, Texas

Re: Vehicles FOV (zoom)

Post by Swaffy »

Try it on the vehicle's camera. setActive the is2_camera (or whatever it was named) and add the code to it.
Just another idea.
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Waldek
Posts: 49
Joined: Thu Mar 08, 2012 12:09 pm

Re: Vehicles FOV (zoom)

Post by Waldek »

So I tried with IS2_Reticule_Camera, IS2_turret etc... None of these worked.

Another question then. How can I replace tank turrets with something else using ObjectTemplate.Active command?
freddy
Posts: 1267
Joined: Sun Oct 18, 2009 4:58 pm

Re: Vehicles FOV (zoom)

Post by freddy »

its not possible SSM
Waldek
Posts: 49
Joined: Thu Mar 08, 2012 12:09 pm

Re: Vehicles FOV (zoom)

Post by Waldek »

uh ok then :(

Do you have experience with using Active command so you could tell me what else interesting can be done this way? Server side of course. I tried to find such kind of aggregated information, but without success. Thx
freddy
Posts: 1267
Joined: Sun Oct 18, 2009 4:58 pm

Re: Vehicles FOV (zoom)

Post by freddy »

im not really sure what you mean with active coomand in this case but as ssm modding you can do alot except changing what the players normally can see when they are playing. like you change the tankturret forexample
Waldek
Posts: 49
Joined: Thu Mar 08, 2012 12:09 pm

Re: Vehicles FOV (zoom)

Post by Waldek »

hm ok, thank you
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