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granQ

Heavy machine gun zooms

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this is my cpp.

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">

class CfgAmmo

{

class Default {};

class BulletSingle: Default {};

class Bullet7_6: BulletSingle {};

class Bullet12_7: Bullet7_6 {};

class SFPtkspbullet: Bullet12_7

{

airLock=1;

tracerColor[]={1,1,0.62500,0.5};

tracerColorR[]={1,1,0.62500,0.5};

soundFly[]={"objects\bulletnoise",db-12,1};

soundHit1[]={"\sfp_tksp\sound\tksp_ricochet.wav",0.031623,1};

soundHit2[]={"\sfp_tksp\sound\tksp_richochet2.wav",0.031623,1};

soundHit3[]={"\sfp_tksp\sound\tksp_richochet3.wav",0.031623,1};

soundHitMan1[]={"\sfp_tksp\sound\tksp_traff.wav",0.012589,1};

soundHitMan2[]={"\sfp_tksp\sound\tksp_traffgubbe.wav",0.012589,1};

hitArmor[]={"soundHitArmor1",0.700000,"soundHitArmor2",0.300000};

soundHitArmor1[]={"\sfp_tksp\sound\tksp_metall.wav",0.031623,1};

soundHitArmor2[]={"\sfp_tksp\sound\tksp_metall.wav",0.031623,1};

// soundHitBuilding1[]={"\sfp_tksp\sound\HitBuilding1.ogg",0.031623,1};

// soundHitBuilding2[]={"\sfp_tksp\sound\HitBuilding22.ogg",0.031623,1};

hitGround[]={"soundHit1",0.330000,"soundHit2",0.330000,"soundHit3",0.330000};

hitMan[]={"soundHitMan1",0.500000,"soundHitMan2",0.500000};

// hitBuilding[]={"soundHitBuilding1",0.500000,"soundHitBuilding2",0.500000};

};

};

class CfgWeapons

{

class Default {};

class MGun: Default {};

class MachineGun7_6: MGun {};

class MachineGun12_7: MachineGun7_6 {};

class SFPtkspmag: MachineGun12_7

{

displayName="Tungkulspruta 12.7";

ammo="SFPtkspbullet";

sound[]={"\sfp_tksp\sound\tksp.ogg",1.000000,1};

reloadMagazineSound[]={"\sfp_tksp\sound\tksp_reloadmag.wav",1,1};

reloadTime=0.1090909;

magazineReloadTime=8;

initSpeed=900;

soundContinuous=0;

count=100;

ffCount=4;

aiRateOfFire=0;

aiRateOfFireDistance=0;

minRange=1;

minRangeProbab=0.9;

midRange=500;

midRangeProbab=0.75;

maxRange=1000;

maxRangeProbab=0.25;

optics=1;

opticsZoomMin=0.35;

opticsZoomMax=0.35;

distanceZoomMin=0;

distanceZoomMax=0;

};

};

class CfgVehicles

{

class All {};

class AllVehicles : All {};

class Land : AllVehicles {};

class LandVehicle : Land {};

class Tank : LandVehicle {};

class APC: Tank {};

class M113: APC {};

class sfptksp: M113

{

displayName="TKSP 12.7";

vehicleClass="SFP - Vehicles";

model="\sfp_tksp\tksp_l.p3d";

gunnerOpticsModel ="\sfp_tksp\optika_tksp.p3d";

gunnerOpticsColor[]={1,1,1,1};

gunnerAction="ManActSFPTSKPsgunner";

gunnerInAction="ManActSFPTSKPsgunner";

optics=1;

opticsZoomMin=0.35;

opticsZoomMax=0.35;

distanceZoomMin=0.35;

distanceZoomMax=0.35;

crew="sfp_m90amf";

picture="m2";

hideProxyInCombat=0;

weapons[]={"SFPtkspmag"};

magazines[]={"SFPtkspmag","SFPtkspmag","SFPtkspmag","SFPtkspmag"};

hasDriver=0;

hasGunner=1;

side=2;

hasCommander=0;

castGunnerShadow=1;

unitInfoType="UnitInfoSoldier";

hideUnitInfo=1;

irScanRange=0;

irTarget=0;

maxSpeed=1;

fuelCapacity=0;

transportSolider=0;

gunnerCanSee="2+8";

commanderCanSee="2+8";

extCameraPosition[]={0,0.800000,-5};

class Reflectors

{

class Left

{

color[] = {0.0, 0.0, 0.0, 0.0};

ambient[] = {0.0, 0.0, 0.0, 0.0};

position = "L svetlo";

direction = "konec L svetla";

hitpoint = "L svetlo";

selection = "L svetlo";

size = 00.0;

brightness = 0.00;

};

class Right

{

color[] = {0.0, 0.0, 0.0, 0.0};

ambient[] = {0.0, 0.0, 0.0, 0.0};

position = "P svetlo";

direction = "konec P svetla";

hitpoint = "P svetlo";

selection = "P svetlo";

size = 0.0;

brightness = 0.00;

};

};

class TransportMagazines

{

};

cost=10000;

getInAction="ManActGetInCar";

getOutAction="ManActGetOutCar";

class Turret

{

gunAxis = "osahlavne";

turretAxis = "osaveze";

soundServo[]={Vehicles\gun_elevate2,db-30,1.0};

gunBeg = "usti hlavne";

gunEnd = "konec hlavne";

body = "OtocVez";

gun = "OtocHlaven";

minElev=-10;

maxElev=+20;

minTurn=-70;

maxTurn=+70;

};

armor=30;

armorStructural=10.000000;

type=0;

icon="kulomet.paa";

nameSound="mgun";

transportSoldier=0;

transportAmmo=0;

accuracy=0.300000;

typicalCargo[]={};

class EventHandlers

{

fired = "_this exec ""\SFP_tksp\script\rekyl.sqs"";";

};

animated=1;

class Animations

{

class tksp_gun

{

type="rotation";

animPeriod=0.05454;

selection="rekyl";

axis="os_lufa";

angle0=0;

angle1=-0.0008;

};

};

class ViewGunnerBase

{

initAngleX=5;

minAngleX=-30;

maxAngleX=30;

initAngleY=0;

minAngleY=-100;

maxAngleY=100;

initFov=0.700000;

minFov=0.420000;

maxFov=0.420000;

};

class ViewGunner: ViewGunnerBase

{

};

};

};

<span id='postcolor'>

I don't want it to be able to zoom in. What is wrong or is it hardcoded?

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Just a guess, but maybe change

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">optics=1;<span id='postcolor'>

to

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">optics=0;<span id='postcolor'>

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nope that will just remove the "press v and get diffrent sight" function. I want that, but not the zoom.

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">opticsZoomMin=0.35;

opticsZoomMax=0.35;

distanceZoomMin=0.35;

distanceZoomMax=0.35;

<span id='postcolor'>

maybe put these on 0? confused.gif

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add something like this to the vehicle defns.

class ViewOptics: ViewOpticsBase

{

initAngleX=0; minAngleX=-30; maxAngleX=+30;

initAngleY=0; minAngleY=-100; maxAngleY=+100;

initFov=0.35; minFov=0.35; maxFov=0.35;

};

SelectThis

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thanks there stt. worked perfect wink.gif

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I'm trying to get the Stryker ICV M2 to have an optical zoom of 8x, so far all I've gotten is about 4x.

I tried setting the minFov=0.35 to about minFov=0.02 and then tried minFov=0.01 because I wanted more zoom but there was no difference between the last two or minFov=0.005.

I seem to have run into some sort of hard limit here. Anyone know why I'm having trouble or how I can get a small Fov on the Stryker ICV M2 optic?

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Quote[/b] ]opticsZoomMin=0.35;

opticsZoomMax=0.35;

distanceZoomMin=0.35;

distanceZoomMax=0.35;

This is the problem. With opticsZoom min and max set the same you have no zoom.

*edit{Depending upon number used, you may have zoom, but with min and max the same it's not a variable zoom}

Examples from sniper rifles.

{G22}

opticsZoomMin=0.02;

opticsZoomMax=0.05;

{L96-A1}

opticsZoomMin=0.02;

opticsZoomMax=0.1;

distanceZoomMin=400;

distanceZoomMax=400;

DistanceZoom is not required, opticsZoom will do the job. Play with the numbers til you get the disired zoom effect.

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