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Old 04-13-2009, 12:38 AM   #41
McBumLuv

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Default Re: Binocs on/in Deployable HMG

Actually, i think you're right about the chechen gun, but at lest it shows you can change views to a scoped in view, no?

I'm 99 % sure it's zoom on attack helicopters, however, and 50 % sure there's zoom on the humvee's .50 cal. Though I don't have my handy-dandy editor around, or any of the coding knowledge of what went into pr, so You probably know some more on the subject than me, since I'm only relating from previous ingame experience.


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Old 04-13-2009, 12:40 AM   #42
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Default Re: Binocs on/in Deployable HMG

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Originally Posted by nick20404 View Post
If this were true than wouldn't the choppers be able to see threw objects? or do objects stop the camera from going forward?
the amount the cam goes infront of the orignal was much less than I remembered when egg was talking about the general theory ages ago, only 1.5m, which is kinda odd how it adds so much zoom, might be something else coming into play as well, hard to tell. But basically, something would have to be within 1.5m of it for the cam to go though it.

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Originally Posted by McLuv View Post
I'm 99 % sure it's zoom on attack helicopters, however, and 50 % sure there's zoom on the humvee's .50 cal. Though I don't have my handy-dandy editor around, or any of the coding knowledge of what went into pr, so You probably know some more on the subject than me, since I'm only relating from previous ingame experience.
defiantly no zoom on the 50cals when going into Irons mode, I know that for sure since I've even coded that myself when coding the QJC-88 for the WZ551A, all it is is moving the nose cam pos, much like this but just moving it so that its down right in front of the irons.


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Old 04-13-2009, 01:03 AM   #43
McBumLuv

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Default Re: Binocs on/in Deployable HMG

You better get eggman in here Get ready for some on-the-spot paint jobs, though

If this is your normal, unzoomed/moved view, then let's say that the red target takes up 1/100 of your screen (1%).


Now, not done to scale, but let's say we move the view up 1.5 meters. It's now 1.5 meters ahead of you, and therefore the target seems to be 1.5 meters closer. Let's say it now takes up 1.5/100 of our screen (or 1.5 %). That's only a zoom of 1.5, though.


But, if we actually zoom, we're shifting the "angle" of view, so that what appears on screen is only 1/10 of what appeared last time (for a 10x zoom). the target would therefore take up 10/100 (or 10 %) of the screen, meaning that from 1-10%, you've gained a 10x zoom, no?


Now, that's how I see it, and how I've understtod it to work. I don't see how you can get a global zoom to work with everything by simply moving the camera up just a tad, unless you actually zoomed in at the same time. Though please feel free to prove me wrong. I'd much rather understand how it works and be wrong than screw with everyone's minds just to prove something that doesn't actually exist .


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Old 04-13-2009, 01:08 AM   #44
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Default Re: Binocs on/in Deployable HMG

ye I know what your saying, but I can't see any code here to suggest any other zoom apart from the camera moving forward...

Unless its the "inside" and "world" FOV that changes that but dunno about that, I just took thous settings strait from the M2HB, makes a little seance.

Quote:
ObjectTemplate.worldFOV 0.7
ObjectTemplate.insideFOV 1.1
ObjectTemplate.worldFOV 0.7
ObjectTemplate.insideFOV 1.1


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Old 04-13-2009, 01:17 AM   #45
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Default Re: Binocs on/in Deployable HMG

Ahh, I think I see. It's most likely like how in vBF2 you could change your view to be right outside of the cockpit, with all the same hud and such. But CAS's used that in his addon to zoom in with the "c" button, the same principal was probably just extended to this. But since it isn't "inside" the cockpit, you don't notice you're changing views other than zoom.same reason why the sounds are different when you zoom in/out, because you're going in/out of the cockpit (it's true, try it out).


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Old 04-13-2009, 01:19 AM   #46
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Default Re: Binocs on/in Deployable HMG

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Originally Posted by McLuv View Post
Ahh, I think I see. It's most likely like how in vBF2 you could change your view to be right outside of the cockpit, with all the same hud and such. But CAS's used that in his addon to zoom in with the "c" button, the same principal was probably just extended to this. But since it isn't "inside" the cockpit, you don't notice you're changing views other than zoom.same reason why the sounds are different when you zoom in/out, because you're going in/out of the cockpit (it's true, try it out).
yes what I was thinking, since inside would be cockpit view (ie, for the HMGs what you see when your viewing them from just behind and over) then world view is going into Iron sights, as such, that code changes the FOV for them.


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Old 04-13-2009, 09:34 AM   #47
TheLean
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Default Re: Binocs on/in Deployable HMG

What i find a bit weird is that some hmg have a great zoom will some have none (like the stationary ones). I like the idea about switching to binoculars without leaving the mg nest.
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Old 04-13-2009, 08:46 PM   #48
McBumLuv

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Default Re: Binocs on/in Deployable HMG

On a similar note, seeing as using the "c" key doesn't allow for any animations to take place(I'm pretty sure it doesn't), how well can it be done with the alt-fire/scope in key or the "x" key while in a vehicle? It's possible to have a "zooming" animation for each (BH miniguns with right-click, TOW missile with "x" key), but can it get any more intricate? IE, seeing the action of the camera moving, rather than simply seeing the before/after of the action?


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Old 04-14-2009, 03:32 AM   #49
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Default Re: Binocs on/in Deployable HMG

id like change weapon like a LMG deployed and un deployed and when u klick in un deployed u cant shoot but it zooms
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Old 04-14-2009, 08:07 AM   #50
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Default Re: Binocs on/in Deployable HMG

Just to clarify, will the binoculars effectively be able to be used act as a sniper sight? It's a bit crappy to think that you'd be able to uses your binocs, find a target, switch to your 50 and get a decent long range shot that you can't see properly.
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