Gun rotation speed

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Dragonlizard
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Joined: Fri Apr 08, 2011 6:34 pm

Gun rotation speed

Post by Dragonlizard »

Ok I looked up and down the objects list on the k98 and no.4 and I can figure out the turning speed of the gun when zoomed in...

What I want to do is make a csm that changes the rotation speed of the engineer gun when it's zoomed in , I want it to be the same speed as the sniper ... Does anyone know how to do this ?
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Swaffy
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Re: Gun rotation speed

Post by Swaffy »

useScope 1

Scoped weapons have a totally different zoom than unscoped weapons.
Also, their zoom changes their speed.

No zoom-in at all, but weapon still moves:
ObjectTemplate.zoomFov 1.0
ObjectTemplate.soldierZoomFov 1.0

Most zoom [I'm not sure if "0.01" could work for SuperZoom]:
ObjectTemplate.zoomFov 0.1
ObjectTemplate.soldierZoomFov 0.1 <- Try messing with this.

The more zoom the weapon has, the slower it seems to move.
Actually, try changing the SoldierZoomFov. One of those must be the speed in which the zoom moves.
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Swaffy
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Re: Gun rotation speed

Post by Swaffy »

I found out the difference of SoldierZoomFov entries:

SoldierZoomFov 1.0
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SoldierZoomFov 0.1
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Sorry, man. I can't find an answer to your issue other than that the zoom speed is built in to work with ZoomFov.
The lower the number [more zoom], the slower the aim speed is.
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Dragonlizard
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Re: Gun rotation speed

Post by Dragonlizard »

I appreciate the help


So are u saying play around with the zoomfov and the soldierzoomfov ?
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Swaffy
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Re: Gun rotation speed

Post by Swaffy »

Yes. But in order for your weapon to aim slower, you need more zoom. That's why Sniper rifles with a lot of zoom aim slower.

Sniper rifles with little to no zoom will have a faster aim speed.
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Dennis|8749236
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Re: Gun rotation speed

Post by Dennis|8749236 »

I think you should change animation speed..
The soildier is all based on skeleton animation + a bit code to put them together..
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