Incremental weapon Zooming?
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	Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Incremental weapon Zooming?
You know how in most games that have a weapon with a sniper scope you can do this:
Press alt-fire to start zooming. The longer you hold alt-fire, the more zoomed in you are until you reach max-zoom. When you let go of of the alt-fire button you stay zoomed in at whatever magnification you were when you released the button. If you hit alt-fire again, you are taken back to normal zoom (and any special crosshairs etc are removed).
Well, can anyone figure out how to do something like that in Zdoom? I can do a lot of it. I can get alt-fire to zoom the weapon in and I can get a second press of the button to cancel the zoom and go back to normal view. That's pretty easy. What I can't figure out is how to get the zoom to increment whilst you hold alt-fire and stop incrementing when you release it. Any ideas?
			
			
									
						
										
						Press alt-fire to start zooming. The longer you hold alt-fire, the more zoomed in you are until you reach max-zoom. When you let go of of the alt-fire button you stay zoomed in at whatever magnification you were when you released the button. If you hit alt-fire again, you are taken back to normal zoom (and any special crosshairs etc are removed).
Well, can anyone figure out how to do something like that in Zdoom? I can do a lot of it. I can get alt-fire to zoom the weapon in and I can get a second press of the button to cancel the zoom and go back to normal view. That's pretty easy. What I can't figure out is how to get the zoom to increment whilst you hold alt-fire and stop incrementing when you release it. Any ideas?
- XutaWoo
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Re: Incremental weapon Zooming?
AltHold with a lot of inventory trickery.
			
			
									
						
										
						- Ryan Cordell
 - Posts: 4349
 - Joined: Sun Feb 06, 2005 6:39 am
 - Preferred Pronouns: No Preference
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Re: Incremental weapon Zooming?
Well, if you're familiar with charging a weapon with the primary Fire state, than you could try using something like this and work around it, perhaps? This is taken straight from the Disinter cannon's weapon code for The Order. I hope it can help in any way. o.oEnjay wrote:You know how in most games that have a weapon with a sniper scope you can do this:
Press alt-fire to start zooming. The longer you hold alt-fire, the more zoomed in you are until you reach max-zoom. When you let go of of the alt-fire button you stay zoomed in at whatever magnification you were when you released the button. If you hit alt-fire again, you are taken back to normal zoom (and any special crosshairs etc are removed).
Well, can anyone figure out how to do something like that in Zdoom? I can do a lot of it. I can get alt-fire to zoom the weapon in and I can get a second press of the button to cancel the zoom and go back to normal view. That's pretty easy. What I can't figure out is how to get the zoom to increment whilst you hold alt-fire and stop incrementing when you release it. Any ideas?
Code: Select all
   Hold:
	PLGC A 0 A_JumpIfInventory("TO_DisinterCannon_Charge",1,"Hold.Final")
      PLGC A 5 A_PlaySound("weapon/disintercannon/charging",CHAN_WEAPON,1.0,0,ATTN_NORM)
      PLGC A 12 OFFSET(15,20)
      PLGC A 12 OFFSET(16,21)
      PLGC A 12 OFFSET(17,22)
      PLGC A 12 OFFSET(18,23)
      PLGC A 12 OFFSET(19,24)
      PLGC A 2 A_GiveInventory("TO_DisinterCannon_Charge",1)
   Hold.Final:
	PLGC A 0 A_PlaySound("weapon/disintercannon/charged",CHAN_WEAPON,1.0,1,ATTN_NORM)
      PLGC A 2 OFFSET(20,24)
      PLGC A 2 OFFSET(31,28)
      PLGC A 2 OFFSET(24,30)
      PLGC A 2 OFFSET(19,31)
      PLGC A 2 OFFSET(32,26)
      PLGC A 2 OFFSET(29,25)
      PLGC A 1 A_Refire
   Fire:
	PLGC A 0 A_JumpIfInventory("TO_DisinterCannon_Charge",1,"Fire.Final")
	PLGC A 0 A_StopSound(CHAN_WEAPON)
      PLGC B 3  BRIGHT  A_FireCustomMissile("TO_DisinterCannon_Projectile",0,1,0,0)
	PLGC B 0 A_FireCustomMissile("TO_GF-DC",0,0,0,0)
      PLGC C 2  BRIGHT  A_PlaySound("weapon/disintercannon/fire",CHAN_WEAPON,1.0,0,ATTN_NORM)
      PLGC A 1 A_TakeInventory("TO_DisinterCannon_Charge",1)
      PLGC A 8 A_Refire
      Goto Ready
   Fire.Final:
      PLGC A 9 OFFSET(24,24)
      PLGC B 4  BRIGHT  OFFSET(24,24) A_FireCustomMissile("TO_DisinterCannon_ChargedProjectile",0,1,0,0)
      PLGC C 3  BRIGHT  OFFSET(24,24) A_PlaySound("weapon/disintercannon/chargedfire",CHAN_WEAPON,1.0,0,ATTN_NORM)
      PLGC A 10 A_TakeInventory("TO_DisinterCannon_Charge",1)
      Goto Ready
ACTOR TO_DisinterCannon_Charge : Inventory
{
   Game Strife
   Inventory.MaxAmount 1
      - INVBAR
}Re: Incremental weapon Zooming?
Ah yes, charging weapons.  They must do something similar.  Thanks. 
			
			
									
						
										
						Re: Incremental weapon Zooming?
OK, so this is what I have by way of a test.  It seems to work but it strikes me that it might not be as efficient as it should be.  So, if anyone fancies having a look over it to see if it can be improved I'd be much obliged.
There are a few A_Print instructions in there and there are also a bunch of crosshair changes. These are just placeholders to help me keep a track of things whilst testing.
If I can get this working, then I will adapt it to be used with an actual weapon instead of just binos.
			
			
									
						
										
						There are a few A_Print instructions in there and there are also a bunch of crosshair changes. These are just placeholders to help me keep a track of things whilst testing.
Code: Select all
// --------------------------------------------------------------------------
//
// Binoculars 
//
// --------------------------------------------------------------------------
ACTOR NJBinoculars : DoomWeapon 22313
{
	Game Doom
	Weapon.SelectionOrder 10000 //high to avoid autoswitch
	weapon.slotnumber 9
	Scale 0.15
	+WEAPON.DONTBOB
	+WEAPON.NOALERT
	+WEAPON.EXPLOSIVE
	+WEAPON.NO_AUTO_SWITCH
	Inventory.PickupSound "misc/i_pkup"
	Inventory.Pickupmessage "Picked up a pair of binoculars"
	States
	{
	
	
	Ready:
		BINO A 0 A_ZoomFactor(2.0)
		BINO A 0 A_SetCrosshair (1)
		BINO A 0 A_TakeInventory ("ZoomerBinos", 10)
		BINO A 1 A_WeaponReady
		goto ready +3
	//Only needed because the weapon automatically goes to ready when initially selected and I don't want to give "UnZoomerBinos" there
	ZoomedReady:
		
		BINO A 0 A_GiveInventory ("UnZoomerBinos", 1)
		BINO A 1 A_WeaponReady
		goto ready +3
	Deselect:
		BINO A 0 A_PlayWeaponSound("weapons/weaponlower0") 
		BINO A 1 A_ZoomFactor(1.0)
		TNT1 A 0 A_Lower
		TNT1 A 1 A_Lower
		Goto Deselect +2
	Select:
		TNT1 A 0 A_PlayWeaponSound("weapons/weaponraise0")
		TNT1 A 0 A_Raise
		TNT1 A 1 A_Raise
		Goto Select +1
	Fire:
		
		BINO A 0 A_PlaySound ("Scope")  //make a sound
		
		BINO A 0 A_JumpIfInventory("UnZoomerBinos", 1, "Zoom2")  //go to unzooming function
		
		BINO A 0 A_GiveInventory ("ZoomerBinos", 1)  //whatever happens now, we are zooming
		
		BINO A 0 A_JumpIfInventory("ZoomerBinos", 7, "Zoom16")
		BINO A 0 A_JumpIfInventory("ZoomerBinos", 6, "Zoom14")
		BINO A 0 A_JumpIfInventory("ZoomerBinos", 5, "Zoom12")
		BINO A 0 A_JumpIfInventory("ZoomerBinos", 4, "Zoom10")
		BINO A 0 A_JumpIfInventory("ZoomerBinos", 3, "Zoom8")
		BINO A 0 A_JumpIfInventory("ZoomerBinos", 2, "Zoom6")
		BINO A 0 A_JumpIfInventory("ZoomerBinos", 1, "Zoom4")
		
		
		BINO A 4
		BINO A 1 A_Refire
		goto Ready
		
	Zoom2:
		BINO A 0 A_Print("2 times Zoom")
		BINO A 4
		BINO A 1 A_Refire
		BINO A 0 A_TakeInventory ("UnZoomerBinos", 10)
		goto Ready
	Zoom4:
		BINO A 0 A_SetCrosshair (2)
		BINO A 0 A_Print("4 times Zoom")
		BINO A 0 A_ZoomFactor(4.0)
		BINO A 2
		BINO A 1 A_Refire
		goto ZoomedReady			
		
	Zoom6:
		BINO A 0 A_SetCrosshair (3)
		BINO A 0 A_Print("6 times Zoom")
		BINO A 0 A_ZoomFactor(6.0)
		BINO A 2
		BINO A 1 A_Refire
		goto ZoomedReady
	Zoom8:
		BINO A 0 A_SetCrosshair (4)
		BINO A 0 A_Print("8 times Zoom")
		BINO A 0 A_ZoomFactor(8.0)
		BINO A 2
		BINO A 1 A_Refire
		goto ZoomedReady
		
	Zoom10:
		BINO A 0 A_SetCrosshair (5)
		BINO A 0 A_Print("10 times Zoom")
		BINO A 0 A_ZoomFactor(10.0)
		BINO A 2
		BINO A 1 A_Refire
		goto ZoomedReady
		
	Zoom12:
		BINO A 0 A_SetCrosshair (6)
		BINO A 0 A_Print("12 times Zoom")
		BINO A 0 A_ZoomFactor(12.0)
		BINO A 2
		BINO A 1 A_Refire
		goto ZoomedReady
		
	Zoom14:
		BINO A 0 A_SetCrosshair (7)
		BINO A 0 A_Print("14 times Zoom")
		BINO A 0 A_ZoomFactor(14.0)
		BINO A 2
		BINO A 1 A_Refire
		goto ZoomedReady
	Zoom16:
		BINO A 0 A_SetCrosshair (8)
		BINO A 0 A_Print("16 times Zoom")
		BINO A 0 A_ZoomFactor(16.0)
		BINO A 5
		BINO A 1 A_Refire
		goto ZoomedReady
		
	Spawn:
		BINP A -1
		Stop
	}
}
actor ZoomerBinos : Inventory
{
  inventory.maxamount 7
}
actor UnZoomerBinos : Inventory
{
  inventory.maxamount 1
}Re: Incremental weapon Zooming?
OK, so I've tweaked it a bit and put it in an actual weapon.  It seems to work quite well but I'd still welcome any comments for improvement:
One thing I'd quite like to improve, but I'm not sure of the best way to do it, is this:
If you have been zoomed in then press and hold alt-fire, the weapon waits until you have released alt-fire before it unzooms. Removing the A_Refire from the Zoom0 state makes it so the weapon goes to an unzoomed condition much more quickly, but the problem is that if the alt-fire button is still held down, it then immediately goes back into a cycle of zooming and unzooming (making it difficult to actually unzoom and stay unzoomed). I know that it can be improved, I'm just not sure of the best way to do it. I used to have the A_ZoomFactor(1.0) before the A_Refire but that was less satisfying than the way it is now.
			
			
									
						
										
						Code: Select all
  states
  {
  Ready:
    TNT1 A 0 A_JumpIfInventory (ZoomerRail, 1, "ReadyInvis")
    PLSG A 1 A_WeaponReady
    Goto Ready
    
  ReadyInvis:
    BINO B 0 A_GiveInventory ("UnZoomerRail", 1)
    BINO B 1 A_WeaponReady(1)
    Goto Ready
    
  Deselect:
    TNT1 A 0 A_TakeInventory ("ZoomerRail", 10)
    TNT1 A 0 A_TakeInventory ("UnZoomerRail", 10)
    TNT1 A 0 A_ZoomFactor(1.0)
    PLSG A 0 A_PlayWeaponSound("weapons/weaponlower0")
    PLSG A 0 A_Lower
    PLSG A 1 A_Lower
    Goto Deselect +4
    //loop
    
  Select:
    TNT1 A 0 A_SetCrosshair (14)
    PLSG A 0 A_PlayWeaponSound("weapons/weaponraise9")
    PLSG A 0 A_Raise
    PLSG A 1 A_Raise
    Goto Select +2
    //loop
  Fire:
    TNT1 A 0 A_JumpIfInventory (ZoomerRail, 1, "FireInvis1")
    PLSG B 4 A_FireCustomMissile("MonsterAlerter",0,0,0,0) 
    PLSG B 0 A_GunFlash
    PLSG B 0 A_FireCustomMissile("BlueFlash",0,0,0,0)
    PLSG B 44 A_RailAttack(100,0,1,"68 B1 CC", "FF FF FF", 0, 0, "NJBluePuff2" ) 
    PLSG A 1 A_FireCustomMissile("RailgunCaseSpawn",0,0,2,-2)
    PLSG A 3
    PLSG A 0 A_ReFire
    goto Ready
    
  FireInvis1:
    BINO B 4 A_FireCustomMissile("MonsterAlerter",0,0,0,0) 
    BINO B 0 A_GunFlash
    BINO B 0 A_FireCustomMissile("BlueFlash",0,0,0,0)
    BINO B 44 A_RailAttack(100,0,1,"68 B1 CC", "FF FF FF", 0, 0, "NJBluePuff2" ) 
    BINO B 1 A_FireCustomMissile("RailgunCaseSpawn",0,0,2,-2)
    BINO B 3
    BINO B 0 A_ReFire
    goto Ready
	AltFire:
		
		BINO B 0 A_JumpIfInventory("UnZoomerRail", 1, "Zoom0")  //go to unzooming function
		
		BINO B 0 A_GiveInventory ("ZoomerRail", 1)  //whatever happens now, we are zooming
		
		BINO B 0 A_JumpIfInventory("ZoomerRail", 7, "Zoom8")
		BINO B 0 A_JumpIfInventory("ZoomerRail", 6, "Zoom7")
		BINO B 0 A_JumpIfInventory("ZoomerRail", 5, "Zoom6")
		BINO B 0 A_JumpIfInventory("ZoomerRail", 4, "Zoom5")
		BINO B 0 A_JumpIfInventory("ZoomerRail", 3, "Zoom4")
		BINO B 0 A_JumpIfInventory("ZoomerRail", 2, "Zoom3")
		BINO B 0 A_JumpIfInventory("ZoomerRail", 1, "Zoom2")
		
		
		BINO B 4
		BINO B 1 A_Refire
		goto Ready
		
	Zoom0:
		BINO B 4
		BINO B 1 A_Refire
		BINO B 0 A_PlaySound ("Scope")  //make a sound
		BINO B 0 A_TakeInventory ("UnZoomerRail", 10)
		BINO B 0 A_TakeInventory ("ZoomerRail", 10)
		BINO B 0 A_SetCrosshair (14)
		BINO B 0 A_ZoomFactor(1.0)
		goto Ready
	Zoom2:
		BINO B 0 A_PlaySound ("Scope")  //make a sound
		BINO B 0 A_SetCrosshair (72)
		BINO B 0 A_ZoomFactor(2.0)
		BINO B 2
		BINO B 1 A_Refire
		goto ReadyInvis
		
	Zoom3:
		BINO B 0 A_SetCrosshair (73)
		BINO B 0 A_ZoomFactor(3.0)
		BINO B 2
		BINO B 1 A_Refire
		goto ReadyInvis
	Zoom4:
		BINO B 0 A_SetCrosshair (74)
		BINO B 0 A_ZoomFactor(4.0)
		BINO B 2
		BINO B 1 A_Refire
		goto ReadyInvis	
		
	Zoom5:
		BINO B 0 A_SetCrosshair (75)
		BINO B 0 A_ZoomFactor(5.0)
		BINO B 2
		BINO B 1 A_Refire
		goto ReadyInvis
		
	Zoom6:
		BINO B 0 A_SetCrosshair (76)
		BINO B 0 A_ZoomFactor(6.0)
		BINO B 2
		BINO B 1 A_Refire
		goto ReadyInvis
		
	Zoom7:
		BINO B 0 A_SetCrosshair (77)
		BINO B 0 A_ZoomFactor(7.0)
		BINO B 2
		BINO B 1 A_Refire
		goto ReadyInvis
	Zoom8:
		BINO B 0 A_SetCrosshair (78)
		BINO B 0 A_ZoomFactor(8.0)
		BINO B 2
		BINO B 1 A_Refire
		goto ReadyInvis
         
  Flash:
    TNT1 A 0 A_JumpIfInventory (ZoomerRail, 1, "FlashInvis")
    PLSF A 3 bright A_Light1
    PLSF B 2 bright A_Light2
    PLSF B 1 bright A_Light0
    stop
    
  FlashInvis:
    TNT1 A 3 bright A_Light1
    TNT1 B 2 bright A_Light2
    TNT1 B 1 bright A_Light0
    stop
    
  Spawn:
    PLAS A -1
    stop
  }If you have been zoomed in then press and hold alt-fire, the weapon waits until you have released alt-fire before it unzooms. Removing the A_Refire from the Zoom0 state makes it so the weapon goes to an unzoomed condition much more quickly, but the problem is that if the alt-fire button is still held down, it then immediately goes back into a cycle of zooming and unzooming (making it difficult to actually unzoom and stay unzoomed). I know that it can be improved, I'm just not sure of the best way to do it. I used to have the A_ZoomFactor(1.0) before the A_Refire but that was less satisfying than the way it is now.
- DBThanatos
 - Posts: 3101
 - Joined: Fri Apr 14, 2006 3:17 pm
 - Location: in "the darkness that lurks in our mind"
 
Re: Incremental weapon Zooming?
I just tested it, and for now, a quick solution is that you remove the A_ReFire from Zoom0 and add to the weapon definition the "NOAUTOFIRE" flag. Any fire sequence that has A_ReFire will still auto-fire when the button is held (primary fire, and primary "invisible"), but any that doesnt have said action function wont repeat if the button is held (alt fire after reaching Zoom0). I know my explanations are bad, but I guess the result is what counts 
EDIT: Here is the code I used
			
			
									
						
										
						EDIT: Here is the code I used
Code: Select all
Actor Thinggg : Weapon
{
+NOAUTOFIRE
Scale 1.0
Inventory.PickupMessage "You got a thinggg!"
Obituary "%o was destroyed by %k's thinggg."
  states
  {
  Ready:
    TNT1 A 0 A_JumpIfInventory (ZoomerRail, 1, "ReadyInvis")
    PLSG A 1 A_WeaponReady
    Goto Ready
   
  ReadyInvis:
    BINO B 0 A_GiveInventory ("UnZoomerRail", 1)
    BINO B 1 A_WeaponReady(1)
    Goto Ready
   
  Deselect:
    TNT1 A 0 A_TakeInventory ("ZoomerRail", 10)
    TNT1 A 0 A_TakeInventory ("UnZoomerRail", 10)
    TNT1 A 0 A_ZoomFactor(1.0)
    PLSG A 0 A_PlayWeaponSound("weapons/weaponlower0")
    PLSG A 0 A_Lower
    PLSG A 1 A_Lower
    Goto Deselect +4
    //loop
   
  Select:
    TNT1 A 0 A_SetCrosshair (14)
    PLSG A 0 A_PlayWeaponSound("weapons/weaponraise9")
    PLSG A 0 A_Raise
    PLSG A 1 A_Raise
    Goto Select +2
    //loop
  Fire:
    TNT1 A 0 A_JumpIfInventory (ZoomerRail, 1, "FireInvis1")
    PLSG B 4 A_FireCustomMissile("MonsterAlerter",0,0,0,0)
    PLSG B 0 A_GunFlash
    PLSG B 0 A_FireCustomMissile("BlueFlash",0,0,0,0)
    PLSG B 44 A_RailAttack(100,0,1,"68 B1 CC", "FF FF FF", 0, 0, "NJBluePuff2" )
    PLSG A 1 A_FireCustomMissile("RailgunCaseSpawn",0,0,2,-2)
    PLSG A 3
    PLSG A 0 //A_ReFire
    goto Ready
   
  FireInvis1:
    BINO B 4 A_FireCustomMissile("MonsterAlerter",0,0,0,0)
    BINO B 0 A_GunFlash
    BINO B 0 A_FireCustomMissile("BlueFlash",0,0,0,0)
    BINO B 44 A_RailAttack(100,0,1,"68 B1 CC", "FF FF FF", 0, 0, "NJBluePuff2" )
    BINO B 1 A_FireCustomMissile("RailgunCaseSpawn",0,0,2,-2)
    BINO B 3
    BINO B 0 A_ReFire
    goto Ready
   AltFire:
      
      BINO B 0 A_JumpIfInventory("UnZoomerRail", 1, "Zoom0")  //go to unzooming function
      
      BINO B 0 A_GiveInventory ("ZoomerRail", 1)  //whatever happens now, we are zooming
      
      BINO B 0 A_JumpIfInventory("ZoomerRail", 7, "Zoom8")
      BINO B 0 A_JumpIfInventory("ZoomerRail", 6, "Zoom7")
      BINO B 0 A_JumpIfInventory("ZoomerRail", 5, "Zoom6")
      BINO B 0 A_JumpIfInventory("ZoomerRail", 4, "Zoom5")
      BINO B 0 A_JumpIfInventory("ZoomerRail", 3, "Zoom4")
      BINO B 0 A_JumpIfInventory("ZoomerRail", 2, "Zoom3")
      BINO B 0 A_JumpIfInventory("ZoomerRail", 1, "Zoom2")
      
      
      BINO B 4
      BINO B 1 A_Refire
      goto Ready
      
   Zoom0:
      BINO B 4
      BINO B 1 //A_Refire
      BINO B 0 A_PlaySound ("Scope")  //make a sound
      BINO B 0 A_TakeInventory ("UnZoomerRail", 10)
      BINO B 0 A_TakeInventory ("ZoomerRail", 10)
      BINO B 0 A_SetCrosshair (14)
      BINO B 0 A_ZoomFactor(1.0)
      goto Ready
   Zoom2:
      BINO B 0 A_PlaySound ("Scope")  //make a sound
      BINO B 0 A_SetCrosshair (72)
      BINO B 0 A_ZoomFactor(2.0)
      BINO B 2
      BINO B 1 A_Refire
      goto ReadyInvis
      
   Zoom3:
      BINO B 0 A_SetCrosshair (73)
      BINO B 0 A_ZoomFactor(3.0)
      BINO B 2
      BINO B 1 A_Refire
      goto ReadyInvis
   Zoom4:
      BINO B 0 A_SetCrosshair (74)
      BINO B 0 A_ZoomFactor(4.0)
      BINO B 2
      BINO B 1 A_Refire
      goto ReadyInvis   
      
   Zoom5:
      BINO B 0 A_SetCrosshair (75)
      BINO B 0 A_ZoomFactor(5.0)
      BINO B 2
      BINO B 1 A_Refire
      goto ReadyInvis
      
   Zoom6:
      BINO B 0 A_SetCrosshair (76)
      BINO B 0 A_ZoomFactor(6.0)
      BINO B 2
      BINO B 1 A_Refire
      goto ReadyInvis
      
   Zoom7:
      BINO B 0 A_SetCrosshair (77)
      BINO B 0 A_ZoomFactor(7.0)
      BINO B 2
      BINO B 1 A_Refire
      goto ReadyInvis
   Zoom8:
      BINO B 0 A_SetCrosshair (78)
      BINO B 0 A_ZoomFactor(8.0)
      BINO B 2
      BINO B 1 A_Refire
      goto ReadyInvis
         
  Flash:
    TNT1 A 0 A_JumpIfInventory (ZoomerRail, 1, "FlashInvis")
    PLSF A 3 bright A_Light1
    PLSF B 2 bright A_Light2
    PLSF B 1 bright A_Light0
    stop
   
  FlashInvis:
    TNT1 A 3 bright A_Light1
    TNT1 B 2 bright A_Light2
    TNT1 B 1 bright A_Light0
    stop
   
  Spawn:
    PLAS A -1
    stop
  }
}
Actor UnZoomerRail : Inventory
{ Inventory.MaxAmount 1 }
Actor ZoomerRail : Inventory
{ Inventory.MaxAmount 8 }
Re: Incremental weapon Zooming?
That sounds nice and simple.  I'll check it when I get home.  I thought that noautofire was for something else entirely so it just shows what I know.  Mind you, I hadn't even remembered about it until you mentioned it so I probably would never have even thought about trying it. Thanks.
			
			
									
						
										
						Re: Incremental weapon Zooming?
Works like a charm.  Brilliant! 
Thanks.
			
			
									
						
										
						Thanks.
