Author Topic: Is it possible to fix the auto-zoom glitch?  (Read 1446 times)

You know, that glitch that will zoom whenever you spawn/die on servers with weapons that autozoom when you right click. Is there any way to fix it? Or is it engrained in the game's code with no way of preventing it?

There might be a way for someone to make a script that sets your FOV on spawn.

There might be a way for someone to make a script that sets your FOV on spawn.
I'm not a mod maker but I can only imagine that it wouldn't be that hard to make. It's not that an fov of 90 is in any way, shape, or form bad,  but I like having it set to 100 and needing to zoom just to set it back to 100 every time I die is pretty annoying.

Badspot

  • Administrator
Sounds like an issue with the way the autozoom weapons are coded.  It should really be fixed there.

But, you could make a client side workaround with something like this:
Code: [Select]
package autoZoomClientFix
{
   function handleYourSpawn(%msgType, %msgString)
   {
      Parent::handleYourSpawn(%msgType, %msgString);
      setFov( $Pref::player::CurrentFOV );   
   }
};
activatePackage(autoZoomClientFix);
Note: I did not test this at all or even run it, it's just a suggestion.

It can be easily fixed by checking what FOV the player spawns with and saving it somewhere for later use. But camera objects have a bug there: Newly created ones will always return 90 no matter their true FOV. Once the FOV changes they return the actual value.

It can be easily fixed by checking what FOV the player spawns with and saving it somewhere for later use. But camera objects have a bug there: Newly created ones will always return 90 no matter their true FOV. Once the FOV changes they return the actual value.
Ask the guy above you to fix it :)

Ask the guy above you to fix it :)
or you could simply code a client mod which sends $Pref::Player::CurrentFOV to the server when the server asks for it.
« Last Edit: June 04, 2014, 01:18:35 AM by Axo-Tak »

or you could simply code a client mod which sends $Pref::Player::CurrentFOV to the server when the server asks for it.
But that's not as good. We should not need workarounds for functions that don't work properly. Badspot should just fix them.

It can be easily fixed by checking what FOV the player spawns with and saving it somewhere for later use. But camera objects have a bug there: Newly created ones will always return 90 no matter their true FOV. Once the FOV changes they return the actual value.

Doesn't GameConnection::getControlCameraFov() work just fine?

Doesn't GameConnection::getControlCameraFov() work just fine?
Not really. After spawning it will return 90 no matter the actual FOV until the FOV is changed by something.