Closed ArcLumin closed 7 years ago
Neat, +1
so the way you changed it will zoom 7 tiles in w/e direction they face? what if youre facing a wall?
Nah, it literally zooms out your client an extra 7 tiles. So it changes your view range from 7 to 14
getting label sniped
:¬)
I don't know about the scope just giving you extra view range in any direction. Why wouldn't people just toggle it on and leave it on, then?
You need to have the sniper with you to do it.
Okay, longer post since I'm not on a dying phone
Not only do you need the expensive as hell sniper rifle the check the zoom, but the previous way of zooming was super buggy as shit. You literally could not aim properly with that because of the difference between the way you shoot and the way you see. This is the most viable way to boost the zoom function without it being broken.
as long as it resets when you move or lose the sniper rifle I think it's fine.
That it does. Well, it resets when you lose the sniper rifle, that is
Now it anchors you down while it's zoomed in
yeh ok if it's stopping you from speeding around while you're scoped in. +1/3
What happens if you zoom in and someone disarms you and steals the gun? Will you auto unanchor?
Yes, it cancels the zoom like normal
hopefully shit doesnt explode because of it +1
Just needs a code review and we're gucci to merge
Apparently can't use the anchor proc, so now while you can move, it automatically cancels the zoom if you do.
Gotta think of a better way to check for movement or anchor it, hmm
I'm literally fucking retarded it was a capital M this entire time
It works now. It properly checks for movement. My only issue was I didn't capitalize the M in move
What the fuck, why is if(user.Move) compiling, Move isn't even a var
DNM till I can find the best way to do this
look at the handcuff code for the solution.
Pwrsonally i love how the sniper scope works currently, Especially the offset part... I guess i am the only one, but anyway -1 from me
You do realize that the aniper scope doesn't work currently? Because its a camera offset the trajectory of the bullets are the same as non-scoped, so they'll miss the target if its anything but a straight line
Sniper scope has been bugged for so fucking long, i think it was after we got new pixel shooting. It is a useless item since you cant use the scope for firing at the moment. No need for anchor bullshit, just make it so if you move it cancels the scopeview.
Biggest issue is for me to check if they're moving or not without it being a hacky way. I haven't looked into it too far though
This has been fixed, just needs code review
fuck, canmove resets upon the next tick
Alright, fuck setting it to cancel on move, thought of a better way. You just move slow as fuck when zoomed in
Needs code review and it's good to go
code is fine.
mergan
Alters sniper scope from the buggy offset shit it was previously, now it increases client view range rather than offsetting it. It also now anchors you down while it's zoomed in. Now maybe the sniper rifle will be useful?
This framework also will work for adding scopes to normal guns.
Zooming in makes you move slower.