Thank you very much.randee wrote:That can certainly be done.

[edit]And it seems to work very nicely. Thank you again.[/edit]
Moderator: GZDoom Developers
Thank you very much.randee wrote:That can certainly be done.
You could probably emulate that pretty easily with an ACS script that changes the player's weapon to the binoculars, zooms the view and then changes back to their previous weapon when they're done using them.Nash wrote:About the only situation I can think of if the mod is setup with a pair of binoculars that is an inventory item instead of a weapon for convenience purposes (so that their weapon remains selected, no need to switch to a binoculars "weapon" everytime they need to zoom in). I guess it's not a big deal anyway... the feature being available at all is already such a great thing, I'm sure a little compromise is fine.
Nash wrote: I don't see any way of resetting the crosshair back to whatever the user was using before. Or does it automatically revert back to the player's configured crosshair when switching weapons? I trust this function doesn't change anything in the INI though...
Yay I get to keep cross 1 despite what the modder wantsrandee wrote: [*]Why would it need to alter your config? If you don't like a weapon using its own crosshair, you can set crosshairforce to true to only use yours.[/list]
*snaps fingers*Enjay wrote:So, it looks like everyone can be happy for once.
Holy crap! Since when?!randee wrote:Crosshairs are stored per-weapon.
Yesterday.Project Dark Fox wrote:Holy crap! Since when?!
No need.XutaWoo wrote:Goddamnits, Graf, update the GZDoom SVN soon.
I've already fixed the renderer issues if that's what you're referring to. The problem that I have with merging the code was the joystick code. I doubt you would, but you're free to use my merge-in if you want. It's available here: http://svn.drdteam.org/experimental/gzd ... M.diff.bz2Graf Zahl wrote:The fact that Randy went crazy and renamed some variables just for the sake of it will also delay a new GZDoom update by at least another day.
Code: Select all
- Enough with this "momentum" garbage. What Doom calls "momentum" is really
velocity, and now it's known as such. The actor variables momx/momy/momz
are now known as velx/vely/velz, and the ACS functions GetActorMomX/Y/Z
are now known as GetActorVelX/Y/Z. For compatibility, momx/momy/momz will
continue to work as aliases from DECORATE. The ACS functions, however,
require you to use the new name, since they never saw an official release
yet.