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ForumsCog Forum → NO-AutoAim!
NO-AutoAim!
2001-05-08, 1:47 AM #1
What part of the cog do I change so 1 particular gun does not have an auto aim? Thanks.
Ohh Crap! - Darien Fawkes (The Invisible Man)
2001-05-08, 5:32 AM #2
Find lines that says
FireProjectile(blah--);

Make "AutoAimFov" and "AutoAimDist" in the 9th and 10th parameter into 0 and it won't make no more autoaim.

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http://millennium.massassi.net/ - Millennium
2001-05-08, 11:20 AM #3
I have absolutly no idea what you meant by that! Please refrase that.
Ohh Crap! - Darien Fawkes (The Invisible Man)
2001-05-08, 12:47 PM #4
Quote:
<font face="Verdana, Arial" size="2">FireProjectile() Control

Fires a projectile.

Use: FireProjectile(1,2,3,4,5,6,7,8,9,10);

1= thing ( thing shooting )
2= projectile template ( shot )
3= fire sound ( firing sound )
4= mode int (is the mode to play when firing (same values as PlayMode()))
5= fireoffset vector
6= aiming error vector
7= unknown flex
8= flags unknown int
9= auto aiming field of view flex
10= auto aiming field of view max dist flex
</font>
-JKSpecs

Here's a typical fireprojectile:
FireProjectile(player, projectile, fireSound, 8, '0.0135 0.1624 0.0', '0 0 0', 1.0, 0x20, autoAimFOV, autoAimFOV*2);

To get rid of the autoaim, replace the 9th and 10th parameters(the autoAimFOV) with 0 or -1.

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Warning! User is not Windows compatible.
Author of the JK DataMaster, Parsec, Scribe, and the EditPlus Cog Files.

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