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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

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

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

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

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

$fov

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#12: ..

by SanHolo on 08/17/2007 15:34

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

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

The rifle´s range is infinite.

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#15: Re: ..

by SheeEttin on 08/17/2007 23:32, refers to #14

Isn't everything's? (Well, edge of map aside...)

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#16: ..

by Muki Hyena on 08/18/2007 08:46

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

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

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

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

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

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

<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

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

"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

I worship other gods.

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#26: Re: ..

by crudscurdler on 08/19/2007 09:42, refers to #23

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

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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