I'm checking that out now, there is a way, I just need to figure how to script it correctly for you.
I'm checking that out now, there is a way, I just need to figure how to script it correctly for you.
you could try altering the script like this "local zoom_keybind = 338"
So you'll need to alter the script like this "local zoom_keybind = 340" without the quotations. or if you want to use mouse 5, use "local zoom_keybind = 341"
You're welcome, I've come to love that zoom so much that I think it should be a requirement for open world games, period lol.
binding it to Left ALT is very easy, simply open the script contained in something like Notepad++, and change the line "DIK_N" to "DIK_LALT" and you should be good.
You're very welcome, glad we could figure it out for ya
Unfortunately I don't think a BaS patch is available unles I can get a hold of the folks who made BaS, since they both use hud_fov scripts, theirs will always take priority. However, that doesn't mean I will stop trying to figure it out on my own! Apologies for the delay.
"local zoom_keybind = 339", however this is also hardbound to the companion wheel if I'm not mistaken.
I will try my best, remember this is my first mod and I have zero coding experience before this. I'm assuming you're using a different button for ADS? if thats the case then you could try altering the script like this "local zoom_keybind = 338" without the quotations, please let me know if it works.
If you're gonig for multiple functions to one key, I can perhaps get it working this upcoming weekend.
So you'll need to alter the script like this "local zoom_keybind = 340" without the quotations. or if you want to use mouse 5, use "local zoom_keybind = 341"
So how linear will this be in comparison to the original 2033?
The latest update does exactly what you'd like to see! thanks for the suggestion, it makes it even cooler.
Latest file now respects user defined FOV! Just simply run this command when a save has been loaded "get_console():execute" and it should respect the user defined FOV, testing shows so at least.
The short answer? it isn't. The longer answer? I fell in love with the mechanic and am now heavily biased in favor of it in any first person game, for the most part. But its just a cool thing to have ya know!
I can see what I can do, it does look a little strange doesn't it? I will fiddle with it, but I may simply just have to repeat the callbacks but for the HUD_FOV in order to make it appear like its locked.
SlowVibe
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Cave Johnson