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snd_zoomin and snd_zoomout

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  05:01:53  12 December 2012
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Daemonion
All About Audio
(Resident)

 

 
On forum: 09/27/2011
 

Message edited by:
Daemonion
12/12/2012 5:08:04
Messages: 567
So, it isn't working, but I am guessing that I am just messing this up somewhere. So here is what I have done:

In my \scripts folder, I created daemonion_sound.script which reads:
http://pastebin.com/1fXSTciG

Then, I added this line to my bind_stalker:

function actor_binder:update(delta)
        daemonion_sound.actor_on_update()


So my entire bind_stalker looks like this:
http://pastebin.com/bEA2ZGQK

and I am testing it out in-game by aiming with the makarov. Here is my w_pm.ltx (I have not modified):
http://pastebin.com/Ls0xk4Qd
  07:33:22  12 December 2012
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Alundaio
Sad Clown
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On forum: 04/05/2010
Messages: 2230
Look in lua_help and see if it has:

class sound_object

Does the pm zoom in at all when you look in sights? It only works if the camera fov changes.
  08:20:10  12 December 2012
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Daemonion
All About Audio
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On forum: 09/27/2011
Messages: 567

---QUOTATION---
Look in lua_help and see if it has:

class sound_object

Does the pm zoom in at all when you look in sights? It only works if the camera fov changes.
---END QUOTATION---


Yes, there is class sound_object. Here: http://pastebin.com/C7N3V3Z7

The pm does zoom in; I think it zooms in to 55, as that is what it says in the .ltx. I tried setting the FOV in the daemonion_sound.script to 54 and 56; neither work.
  08:55:35  12 December 2012
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Alundaio
Sad Clown
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On forum: 04/05/2010
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It works in cop. Nothing happens at all?
  09:11:44  12 December 2012
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Daemonion
All About Audio
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On forum: 09/27/2011
 

Message edited by:
Daemonion
12/12/2012 9:11:53
Messages: 567

---QUOTATION---
It works in cop. Nothing happens at all?
---END QUOTATION---


Nope. It doesn't crash, either, which is nice.

Did I do everything correctly, as explained a few posts above?
  09:35:28  12 December 2012
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Alundaio
Sad Clown
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On forum: 04/05/2010
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Yeah try changing the sounds.
  10:16:51  12 December 2012
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Daemonion
All About Audio
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On forum: 09/27/2011
Messages: 567

---QUOTATION---
Yeah try changing the sounds.
---END QUOTATION---


I did, still doesn't work
  13:54:32  12 December 2012
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Alundaio
Sad Clown
(Resident)

 

 
On forum: 04/05/2010
Messages: 2230

function printf(text,...)
	if not (text) then return end
	local i = 0
	local p = {...}
	local function sr(a)
		i = i + 1
		return tostring(p[i])
	end
	local output = string.gsub(text,"%%s",sr)
	get_console():execute("load ~#I#:"..output)
end




Put that function in the script and call it inside zoom_in and zoom_out like this:


printf("Zoom In")



Then if that doesn't appear in console when you try, put this in the actor_on_update():


printf("device fov = %s",device().fov)



It should continuously post current FOV to console.
  03:42:24  13 December 2012
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Daemonion
All About Audio
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On forum: 09/27/2011
 

Message edited by:
Daemonion
12/13/2012 3:54:40
Messages: 567
printf("device fov = %s",device().fov) worked.

It appears the default FOV is at 75, and zoomed in with the PM is about 41.25, even though it says 55 in the w_pm.ltx file.

http://steamcommunity.com/sharedfiles/filedetails/?id=113008195

So, I should change

local sections_zoom_in = {
["wpn_pm"] = {[[weapons\in]],54},

to

local sections_zoom_in = {
["wpn_pm"] = {[[weapons\in]],40},


?
  13:15:26  13 December 2012
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Alundaio
Sad Clown
(Resident)

 

 
On forum: 04/05/2010
Messages: 2230
Make it 74.
 
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