Need help with Movebob

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Need help with Movebob

Postby KeaganH » Mon Jun 07, 2021 7:41 pm

I want my mod to turn off movebob when you boot it up, but whatever I tried it never works. I've tried setting it to zero in cvarinfo like this:
Code: Select allExpand view
server float movebob = 0;

but I would always get this error message:
Script error, "Hog.pk3:cvarinfo" line 1:
cvar 'movebob' already exists


I know cvarinfo is for custom cvars but I don't know any other ways then just typing movebob 0 into the console manually, but I know it's not going to be like that for everyone's copy of GZDoom. So I'd really appreciate the help.
KeaganH
 
Joined: 25 Sep 2020

Re: Need help with Movebob

Postby SanyaWaffles » Mon Jun 07, 2021 10:03 pm

CVARINFO is for setting up console variables that don't exist all ready. You'll need to do it differently.

1.) If the mod is a standalone TC (and doesn't require DOOM2.WAD or any other IWAD) you can use DEFCVARS to set it up perhaps. This won't work if your mod is just a mod loaded on top of DOOM2.WAD

2.) Use WRF_NOBOB on A_WeaponReady to make it so weapons cannot bob.

3.) Use ZScript to customize how the bob works. This is probably the most complex.
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SanyaWaffles
The Truth Will Set You Free
 
Joined: 25 Apr 2013
Location: Eastern Ohio
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Operating System: Windows 10/8.1/8/201x 64-bit
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Re: Need help with Movebob

Postby KeaganH » Tue Jun 08, 2021 5:42 am

Thanks, I just found out about Player.ViewBob so that fixed it. And I've already had the WRF_NOBOB in the A_WeaponReady.
KeaganH
 
Joined: 25 Sep 2020


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