Just wanted to make sure it's okay for me to put the code on github :D
Thank you for the idea with the poster, I think it fits really well.
[ANY] Weapon Zoom
Re: [ANY] Weapon Zoom
That looks great!! I would like to have one as well! :D
- L'In20Cible
- Project Leader
- Posts: 1534
- Joined: Sat Jul 14, 2012 9:29 pm
- Location: Québec
Re: [ANY] Weapon Zoom
Damn, what a museum-worthy masterpiece! xDD
- daren adler
- Senior Member
- Posts: 348
- Joined: Sat May 18, 2019 7:42 pm
Re: [ANY] Weapon Zoom
Hello. Good afternoon, is there a way to have a crosshair on the zoom? I have a lasergun i use and it has a crosshair of its own, is there a way to use that crosshair on the zoom?
Re: [ANY] Weapon Zoom
You need to find the texture for the crosshair and then you can use this version:
zoom_overlay has to be the overlay you want (e.g. effects/combine_binocoverlay.vmt)
Syntax: Select all
from commands.client import ClientCommand
from entities.hooks import EntityCondition
from entities.hooks import EntityPreHook
from listeners import get_button_combination_status
from listeners import ButtonStatus
from listeners import OnButtonStateChanged
from memory import make_object
from players.constants import PlayerButtons
from players.entity import Player
from weapons.entity import Weapon
from players.constants import HideHudFlags
zoom_button = PlayerButtons.ATTACK2
zoom_level = 30
zoom_weapons = ['weapon_357']
zoom_overlay = ""
def toggle_zoom(player):
weapon = player.active_weapon
if weapon is None or weapon.classname not in zoom_weapons:
return
player.fov = player.default_fov if player.fov == zoom_level else zoom_level
if zoom_overlay:
if player.fov == zoom_level:
player.hidden_huds |= HideHudFlags.CROSSHAIR
player.client_command(f'r_screenoverlay {zoom_overlay}')
else:
player.hidden_huds = 0
player.client_command('r_screenoverlay 0')
if zoom_button is not None:
@OnButtonStateChanged
def on_buttons_state_changed(player, old, new):
if get_button_combination_status(old, new, zoom_button) != ButtonStatus.PRESSED:
return
toggle_zoom(player)
@ClientCommand('do_zoom')
def do_zoom(command, index, team_only=False):
toggle_zoom(Player(index))
@EntityPreHook(EntityCondition.is_player, 'weapon_switch')
def pre_weapon_switch(stack_data):
player = make_object(Player, stack_data[0])
player.fov = player.default_fov
if zoom_overlay:
player.hidden_huds = 0
player.client_command('r_screenoverlay 0')
zoom_overlay has to be the overlay you want (e.g. effects/combine_binocoverlay.vmt)
- daren adler
- Senior Member
- Posts: 348
- Joined: Sat May 18, 2019 7:42 pm
Re: [ANY] Weapon Zoom
OK thank you.
- daren adler
- Senior Member
- Posts: 348
- Joined: Sat May 18, 2019 7:42 pm
Re: [ANY] Weapon Zoom
Is there a way to have a 3-way zoom on here ?. Like lets say zoom_level = 40, next 25, and then 10, or something like that.
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