| Blockland Forums > Modification Help |
| Corp's Errors and questions thread. I need some coding help here! |
| << < (3/5) > >> |
| Nexus:
--- Quote from: The Corporation on March 05, 2012, 04:55:29 PM ---Wait, wait, explain to me how is that when I put the weapon away, the FOV changes? Obj.client.SetCameraFOV(90); ? --- End quote --- Oh, I basically did dumpconsolefunctions(); and then filtered to show only clientcmd's, and looked for something that looked like it might set fov, but that might be handled by c++ and not torque, so it wouldn't be apparent. I don't do much with weapons and stuff so I really don't know. Now that I think about it I think some playertypes do that. Anyway, if you know that %player.setcamerafov(); will work, then that is a question answered. |
| The Corporation:
--- Quote from: Nexus on March 05, 2012, 05:03:08 PM ---Oh, I basically did dumpconsolefunctions(); and then filtered to show only clientcmd's, and looked for something that looked like it might set fov, but that might be handled by c++ and not torque, so it wouldn't be apparent. I don't do much with weapons and stuff so I really don't know. Now that I think about it I think some playertypes do that. Anyway, if you know that %player.setcamerafov(); will work, then that is a question answered. --- End quote --- trying right now. |
| The Corporation:
Didn't do anything, in fact- --- Code: ---function MK11ImageScoped::onMount(%this,%obj,%slot) { if(%obj.toolMag[%obj.currTool]$="") { %obj.toolMag[%obj.currTool]=%this.item.MK11maxmag; } parent::onMount(%this,%obj,%slot); %obj.hideNode("LHand"); %obj.hideNode("RHand"); %obj.hideNode("LHook"); %obj.hideNode("RHook"); [b] if(isObject(%obj.client)) { %obj.client.setControlCameraFov(90); } else { %obj.client.setControlCameraFov(20); }[/b] } --- End code --- The game just simply ignores that. |
| The Corporation:
Bump- -See OP for a change in wording -Above posts are kinda useless tries at fixing issues I'm having. -If you want to see what I'm messing with, it's this |
| The Corporation:
Bump. Please. |
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