Trying to script a three-level zoom |
by Muki
on 08/17/2007 05:41, 30 messages, last message: 08/21/2007 06:02, 12194 views, last view: 05/04/2024 11:11 |
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Im trying to script a zoom feature to my MOUSE 3, which clicks through three levels of zoom.
Standard/Zoom 1: fov 120; hudgun 1; crosshairsize 25; sensitivity 3
Zoom 2: hudgun 0; fov 60; crosshairsize 20; sensitivity 2;
Zoom 3: hudgun 0; fov 10; crosshairsize 20; sensitivity 1;
I also want to add a sound each time the button is clicked...
Sorry Im such a noob at this, but hey, the more I learn the better my stuff will get, and maybe Ill start taking scripting up as a hobby ;)
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#8: Re: .. |
by Muki Hyena
on 08/17/2007 07:41, refers to #7
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Actually nevermind, I figured it out on my own, turned out to be really simple :D
bind MOUSE3 [ zoom0 ]
zoom0 = [ fov 120; hudgun 1; crosshairsize 25; sensitivity 3; bind MOUSE3 [ zoom1 ] ]
zoom1 = [ fov 60; hudgun 0; crosshairsize 20; sensitivity 2; bind MOUSE3 [ zoom2 ] ]
zoom2 = [ fov 10; hudgun 0; crosshairsize 20; sensitivity 1; bind MOUSE3 [ zoom0 ] ]
Thanks for the help; I'll post this to Quadropolis and give you a bit of credit for the help ;)
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#9: Re: .. |
by MeatROme
on 08/17/2007 10:52, refers to #8
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See, CubeScript is great :)
Nice to see you've got into it a bit already!
The rebinding is not exactly the way I'd have gone ...
... actually I'd have only renamed delta_game_99 to do_my_zooming, changed the czoomlevel recalculation to +1 everytime (replace that for the $arg1) and then bound any key you like to do_my_zooming. ... but yeah, you can go this way ... in coding/scripting there are always several ways to skin your cat!
Happy Scripting!
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#10: Re: .. |
by demosthenes
on 08/17/2007 11:30, refers to #8
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I prefer this:
bind mouse3 [zoomit]
alias zoomit [if (= fov 120) [fov 60; sensitivity 2] [if (= fov 60) [fov 10; sensitivity 10] [fov 120; sensitivity 3] ]
Really, it makes little difference.
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#11: Re: yet another variant |
by MeatROme
on 08/17/2007 12:56, refers to #10
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$fov
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#12: .. |
by SanHolo
on 08/17/2007 15:34
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Clicking through zoom-levels? Boy, my zoom only works while I hold down mouse2. And nevertheless, sometimes just letting go of mouse2 is too slow to avoid damage.
I love the speed of sauerbraten. =D
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#13: Re: .. |
by Muki
on 08/17/2007 19:55, refers to #12
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Really though, it's more for large maps like Urban-C, SkyCastle, and Thor that I use this script on. It works okay in Face-Capture as well...
I wish the rifle had more range though.
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#14: .. |
by makkE
on 08/17/2007 19:58
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The rifle´s range is infinite.
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#15: Re: .. |
by SheeEttin
on 08/17/2007 23:32, refers to #14
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Isn't everything's? (Well, edge of map aside...)
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#16: .. |
by Muki Hyena
on 08/18/2007 08:46
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Try shooting someone in the back spawn of Face Classic from the top of the opposite tower... it won't hit. The rifle doesn't have infinite range.
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#17: Re: .. |
by demosthenes
on 08/18/2007 09:20, refers to #16
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All the ranges are limited. I've tested it and had rockets explode just far enough from my face to keep from taking damage.
It's pretty silly sometimes; rockets explode in mid-air, rifle round hit invisible walls, etc. Makes for some very difficult long-range battles. Awfully hard to kill each other that way.
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#18: .. |
by makkE
on 08/18/2007 09:24
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Demosthenes: That´s a driver issue you got there.
But yes, I tried, the rifle´s range is limited it seems. Never would have thought.
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#19: Re: .. |
by noerrorsfound!
on 08/18/2007 09:47, refers to #18
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This is easily noticeable when trying to snipe people on face-capture. :)
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#20: .. |
by makkE
on 08/18/2007 09:48
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I don´t play capture, or oversized maps like village or wcdc for that matter.
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#21: Re: .. |
by SanHolo
on 08/18/2007 11:10, refers to #18
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It's only the rifle which has limited range, other projectiles have unlimited range. You won't see the rockets smoke after a while, but it still flies.
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#22: Re: .. |
by crudscurdler
on 08/18/2007 11:41, refers to #21
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<quote author=\"SanHolo\">It\'s only the rifle which has limited range, other projectiles have unlimited range. You won\'t see the rockets smoke after a while, but it still flies.</quote>
It would be cool if the bullet from the rifle had a bit of a lob to it, like grenades do, but a lesser extreme.
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#23: Re: .. |
by SheeEttin
on 08/18/2007 16:25, refers to #22
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That'd require compensating for the bullet drop. Not something you want to have to deal with in a game as fast-paced as Sauerbraten.
While it's less realistic, having no bullet drop makes it much easier to snipe, or even just shoot accurately.
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#24: Re: .. |
by Passa
on 08/19/2007 00:06, refers to #20
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"I don´t play capture, or oversized maps like village or wcdc for that matter."
BLASPHEMY!
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#25: .. |
by makkE
on 08/19/2007 02:46
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I worship other gods.
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#26: Re: .. |
by crudscurdler
on 08/19/2007 09:42, refers to #23
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SheeEttin,
they could always add a second rifle :p
one that requires compensation for bullet drop.
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#27: Re: .. |
by demosthenes
on 08/19/2007 17:32, refers to #18
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Well, I meant other people's rockets, but perhaps I am misremembering. I'll have to run another test or two.
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