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Change fov value from qc

 
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Stealth Kill



Joined: 29 Dec 2006
Posts: 83

PostPosted: Fri Jan 25, 2008 7:38 pm    Post subject: Change fov value from qc Reply with quote

Hi,

Is it possible to change the fov value from qc?

And can i add text in to the console from qc?
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Orion



Joined: 12 Jan 2007
Posts: 414
Location: Brazil

PostPosted: Fri Jan 25, 2008 9:03 pm    Post subject: Reply with quote

Did you mean using stuffcmd()?

If so, use something like:

Code:

stuffcmd (self, "fov 115\n");


and it should work.
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GiffE



Joined: 08 Oct 2006
Posts: 141
Location: USA, CT

PostPosted: Fri Jan 25, 2008 9:55 pm    Post subject: Reply with quote

if ur looking to make a sniper or scope or something DP also supports:
Code:
//DP_VIEWZOOM
//idea: LordHavoc
//darkplaces implementation: LordHavoc
//field definitions:
.float viewzoom;
//description:
//scales fov and sensitivity of player, valid range is 0 to 1 (intended for sniper rifle zooming, and such)
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Stealth Kill



Joined: 29 Dec 2006
Posts: 83

PostPosted: Fri Jan 25, 2008 11:01 pm    Post subject: Reply with quote

I need some help Smile


/*
========
Zoom
========
*/

void () SZoom =
{
if (self.weaponmodel = "progs/v_m87.mdl")
{
if (self.impulse = 61)
stuffcmd (self, "fov 40\n");

}

};

i canīt zoom with my v_m87.mdl when i use impulse 61

and when i add this to impulse commands

if (self.impulse == 61)
SZoom ();


when i have an other weapon in my hand it zooms and it changes to v_m87.mdl
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Sajt



Joined: 16 Oct 2004
Posts: 1026

PostPosted: Sat Jan 26, 2008 12:22 am    Post subject: Reply with quote

Try doubling up some of them there equal signs.
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