ADS zoom

Is it possible to have the camera not zoom in at all while ADSing?
Resulting in the ADS button essentially just making the character walk and reducing the aiming sensitivity.

At all possible?
 
The zoom factor might be controllable parameter somewhere. If you could set the first (or every) level to 0 zoom... might have to mod the crosshair texture to be fully transparent, too. I won't be trying this soon, but that's where i would start if i did.

edit: Well, in the case of a sniper rifle. The others don't use the texture, of course. I wonder whether they use the same zoom mechanic, but the others only use the first level.
 
Completely possible.

In camera_free.xtbl, search for: fine aim
There's a few of them all close together, and they have widescreen and standard aspect variations.
This is the first, starting at line 186.(This is the one for the third person view mod I created, so the original version will have different values for certain elements)
Code:
            <submode>
                <name>fine aim</name>
                <lookat_offset>
                    <X>0.0</X>
                    <Y>1.9</Y>
                    <Z>0.0</Z>
                    </lookat_offset>
                <min_elevation>-75</min_elevation>
                <max_elevation>55</max_elevation>
                <base_fov>30</base_fov>
                <z_dist>2.0</z_dist>
                <y_dist>0.3</y_dist>
                <blend_time>0.15</blend_time>
                <x_shift>0.0</x_shift>
                <override_exit_blend_time>False</override_exit_blend_time>
                <Aspect>widescreen</Aspect>
                </submode>
Compare that with
Code:
            <submode>
                <name>exterior close</name>
                <lookat_offset>
                    <X>0.0</X>
                    <Y>1.95</Y>
                    <Z>0.0</Z>
                    </lookat_offset>
                <min_elevation>-75</min_elevation>
                <max_elevation>55</max_elevation>
                <base_fov>50</base_fov>
                <z_dist>6.25</z_dist>
                <y_dist>0.3</y_dist>
                <blend_time>0.5</blend_time>
                <x_shift>0.0</x_shift>
                <override_exit_blend_time>False</override_exit_blend_time>
                <Aspect>all</Aspect>
                </submode>
So change the base_fov, and the z_dist values in fine aim to the values in exterior close.
base_fov is the field of view, obviously, and z_dist is "Post-rotation distance from PC. Higher is farther away.", or how far back from the model the camera sits.
 
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