A Zoomed View as a Second Attack

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MidoriMan
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A Zoomed View as a Second Attack

Post by MidoriMan »

So, I was working with Decorate, and one of the things I wanted to add was the ability to zoom in as a second attack (IE use the scope on a sniper rifle) Is it possible to do such a thing?
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TheDarkArchon
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Post by TheDarkArchon »

To be brief, no. Possibly one of those "WFDS" things.
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The NUtcracker
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Post by The NUtcracker »

Through keyconf you can achieve something very similar, but I don't have the code.
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Matt
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Post by Matt »

Can you attach a camera to a really fast-moving +noclip projectile?
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MidoriMan
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Post by MidoriMan »

Vaecrius wrote:Can you attach a camera to a really fast-moving +noclip projectile?
Now that you mention it, a possible anecdote could be if you attach a camera to a projectile that prints when it explodes. Is something like THAT possible?
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Matt
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Post by Matt »

I'm mostly thinking of Cutman's camera rocket, but IIRC that weapon has no vertical aim so it might not work :/
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Xaeverion
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Post by Xaeverion »

What about the FOV console command? If you type in FOV ## and the value is below 90, it'll zoom in, above 90 and your vision will warp.
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jallamann
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Post by jallamann »

Xaeverion wrote:What about the FOV console command? If you type in FOV ## and the value is below 90, it'll zoom in, above 90 and your vision will warp.
Console commands have to be invoked from the, guess what, console.
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Travis
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Post by Travis »

Which shows a *gasp* actual use for skulltag's Consolecommand() ?
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HotWax
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Post by HotWax »

I could think of plenty of uses for the ConsoleCommand function. It's been requested for ZDoom, however randy and Graf believe it would be more trouble than it's worth.
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Risen
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Post by Risen »

It should be possible to use Camera Textures and HUDMessages to achieve something close to what you want. I believe LWM is either working on it, or has done this successfully.
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solarsnowfall
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Post by solarsnowfall »

Drat, I wasn't the first to realise this. If I had a decent weapon to work with I could probably do this one up in a few minutes.
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LilWhiteMouse
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Post by LilWhiteMouse »

Risen wrote:I believe LWM is either working on it, or has done this successfully.
Successfully. Setup a camera texture, set it to the player, and HudMessage() it how ever you want.
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Nash
 
 
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Post by Nash »

The problem with the camera texture implementation is that the camera's resolution is fixed and there's no one solution that works with all possible user resolutions.

Also, some interesting information: A lot of Skulltag's stuff is present in the ZDoom source today, including ConsoleCommand - it appears to be defined in the pcodes list. I don't know how much of it is implemented (or if it's already working, just disabled). Haven't looked at it that much.

EDIT: I just checked. Too bad, it's merely in the pcodes list. None of the Skulltag ACS functions are actually coded.
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LilWhiteMouse
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Post by LilWhiteMouse »

The problem with the camera texture implementation is that the camera's resolution is fixed and there's no one solution that works with all possible user resolutions.
Camera textures appear to render at whatever resolution you're set at?
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