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Weapon specific viewmodel_fov?
posted in Q/A Help
1
#1
1 Frags +

Is there a way to have a specific weapon have a specific viewmodel fov? Say I want to have 70 when using the original but then when I switch to the default RL it changes to 90. Does this exist and I am just creating another useless thread?

Is there a way to have a specific weapon have a specific viewmodel fov? Say I want to have 70 when using the original but then when I switch to the default RL it changes to 90. Does this exist and I am just creating another useless thread?
2
#2
3 Frags +

broesels crosshair switcher can do this.

broesels crosshair switcher can do this.
3
#3
0 Frags +

you could bind the command for viewmodel_fov to the button you use to switch to that weapon

you could bind the command for viewmodel_fov to the button you use to switch to that weapon
4
#4
-2 Frags +
WithADanceNumberbroesels crosshair switcher can do this.

Is there some sort of instructions some where

Sideshowyou could bind the command for viewmodel_fov to the button you use to switch to that weapon

That's too many binds for each weapon

[quote=WithADanceNumber]broesels crosshair switcher can do this.[/quote]
Is there some sort of instructions some where[quote=Sideshow]you could bind the command for viewmodel_fov to the button you use to switch to that weapon[/quote]
That's too many binds for each weapon
5
#5
2 Frags +

[h][/h]
6
#6
1 Frags +
redcWithADanceNumberbroesels crosshair switcher can do this.Is there some sort of instructions some whereSideshowyou could bind the command for viewmodel_fov to the button you use to switch to that weaponThat's too many binds for each weapon

http://code.google.com/p/broesels-crosshair-switcher/

[quote=redc][quote=WithADanceNumber]broesels crosshair switcher can do this.[/quote]
Is there some sort of instructions some where[quote=Sideshow]you could bind the command for viewmodel_fov to the button you use to switch to that weapon[/quote]
That's too many binds for each weapon[/quote]

http://code.google.com/p/broesels-crosshair-switcher/
7
#7
1 Frags +

bind 1 "slot1; viewmodel_fov x; r_drawviewmodel x;"
bind 2 "slot2; viewmodel_fov x; r_drawviewmodel x;"
bind 3 "slot3; viewmodel_fov x; r_drawviewmodel x;"

bind 1 "slot1; viewmodel_fov x; r_drawviewmodel x;"
bind 2 "slot2; viewmodel_fov x; r_drawviewmodel x;"
bind 3 "slot3; viewmodel_fov x; r_drawviewmodel x;"
8
#8
0 Frags +

These guys seem to be giving you the wrong instructions.

If you're trying to have different fov's for your rocket launchers you will need to have a specific bind for the fovs.

The best alternative for this is to put this in your soldier cfg:

bind "p" "viewmodel_fov 90; viewmodel_fov 70;"

p can be replaced by whichever key you want to use to toggle the way your fov's look. this is because tf2 does not detect the weapon you're using but it does detect the slot in which the weapon is in.

Hope this helped.

These guys seem to be giving you the wrong instructions.

If you're trying to have different fov's for your rocket launchers you will need to have a specific bind for the fovs.

The best alternative for this is to put this in your soldier cfg:

bind "p" "viewmodel_fov 90; viewmodel_fov 70;"

p can be replaced by whichever key you want to use to toggle the way your fov's look. this is because tf2 does not detect the weapon you're using but it does detect the slot in which the weapon is in.

Hope this helped.
9
#9
2 Frags +
JasonThese guys seem to be giving you the wrong instructions.

If you're trying to have different fov's for your rocket launchers you will need to have a specific bind for the fovs.

The best alternative for this is to put this in your soldier cfg:

bind "p" "viewmodel_fov 90; viewmodel_fov 70;"

p can be replaced by whichever key you want to use to toggle the way your fov's look. this is because tf2 does not detect the weapon you're using but it does detect the slot in which the weapon is in.

Hope this helped.

You were close but your script will just change the viewmodel from 90 to 70 very quickly. It should actually be this:

bind p "toggle viewmodel_fov 70 90"

Replace p with whatever key you want. I'm not sure how often you switch weapons but you could also just do this on console if you don't have any available keys.

[quote=Jason]These guys seem to be giving you the wrong instructions.

If you're trying to have different fov's for your rocket launchers you will need to have a specific bind for the fovs.

The best alternative for this is to put this in your soldier cfg:

bind "p" "viewmodel_fov 90; viewmodel_fov 70;"

p can be replaced by whichever key you want to use to toggle the way your fov's look. this is because tf2 does not detect the weapon you're using but it does detect the slot in which the weapon is in.

Hope this helped.[/quote]

You were close but your script will just change the viewmodel from 90 to 70 very quickly. It should actually be this:

[quote]bind p "toggle viewmodel_fov 70 90"[/quote]

Replace p with whatever key you want. I'm not sure how often you switch weapons but you could also just do this on console if you don't have any available keys.
10
#10
0 Frags +
JasonThese guys seem to be giving you the wrong instructions.

No, all the suggestions above except for yours are valid options. This

bind "p" "viewmodel_fov 90; viewmodel_fov 70;"

would make his viewmodel fov always 70. Even if he used a working version of what you suggested, he would have to switch the fov manually each time, which is pointless when you can use broesel's crosshair switcher, tf2mate, or do it yourself to bind the viewmodel fov to the buttons you use to switch weapons.

[quote=Jason]These guys seem to be giving you the wrong instructions.[/quote]

No, all the suggestions above except for yours are valid options. This

[quote]bind "p" "viewmodel_fov 90; viewmodel_fov 70;"[/quote]

would make his viewmodel fov always 70. Even if he used a working version of what you suggested, he would have to switch the fov manually each time, which is pointless when you can use broesel's crosshair switcher, tf2mate, or do it yourself to bind the viewmodel fov to the buttons you use to switch weapons.
11
#11
0 Frags +

A smart way of doing this would be binding a key to change the view model_fov and to open the quickswitch menu, so you can switch your loadout while switching the fov or vice versa

A smart way of doing this would be binding a key to change the view model_fov and to open the quickswitch menu, so you can switch your loadout while switching the fov or vice versa
12
#12
1 Frags +

There's no way to make the game realize that you're using a different weapon for a slot. You can change weapons all you want but you'r never going to make the game somehow know that you chose a weapon and you want that weapon to have a certain fov. You're going to somehow have to manually input the command for the viewmodel_fov. Like Goat_ said, you could maybe come up with something creative with the quickswitch menu, but that would be the most you could possibly do.

But I'll the best advice I can. I think it's much better to have viewmodels completely off for both the default RL and the original. However, I'd say that having viewmodels off for the original is almost a necessity.

Some people keep the viewmodel on for the default rocket launcher because it's on your player models shoulder and comes out an angle, so having the model on can help some peoples aim. However, the original rockets come out of the center of the screen, and the viewmodel is really ugly. You should really just turn off viewmodels for the original.

There's no way to make the game realize that you're using a different weapon for a slot. You can change weapons all you want but you'r never going to make the game somehow know that you chose a weapon and you want that weapon to have a certain fov. You're going to somehow have to manually input the command for the viewmodel_fov. Like Goat_ said, you could maybe come up with something creative with the quickswitch menu, but that would be the most you could possibly do.

But I'll the best advice I can. I think it's [b]much[/b] better to have viewmodels completely [b]off[/b] for both the default RL and the original. However, I'd say that having viewmodels off for the original is almost a necessity.

Some people keep the viewmodel on for the default rocket launcher because it's on your player models shoulder and comes out an angle, so having the model on can help some peoples aim. However, the original rockets come out of the center of the screen, and the viewmodel is really ugly. You should really just turn off viewmodels for the original.
13
#13
0 Frags +

im using broesel´s crosshair switcher but i have a problem, i cant see bullets coming out of scattergun or shotguns, i realized if i uses viewmodel_fov 70 and r_drawviwmodel 0 i can see the bullets but the way the crosshair switcher works it sets the viewmodel_fov to 0 and ignores r_drawviewmodel, how can i fix this ?
example for solly :
alias default_primary_crosshair "small; white; cross; off"
alias default_secondary_crosshair "small; yellow; cross; off"
alias default_melee_crosshair "small; white; cross; 70"

im using broesel´s crosshair switcher but i have a problem, i cant see bullets coming out of scattergun or shotguns, i realized if i uses viewmodel_fov 70 and r_drawviwmodel 0 i can see the bullets but the way the crosshair switcher works it sets the viewmodel_fov to 0 and ignores r_drawviewmodel, how can i fix this ?
example for solly :
alias default_primary_crosshair "small; white; cross; off"
alias default_secondary_crosshair "small; yellow; cross; off"
alias default_melee_crosshair "small; white; cross; 70"
14
#14
1 Frags +
mousiopeim using broesel´s crosshair switcher but i have a problem, i cant see bullets coming out of scattergun or shotguns, i realized if i uses viewmodel_fov 70 and r_drawviwmodel 0 i can see the bullets but the way the crosshair switcher works it sets the viewmodel_fov to 0 and ignores r_drawviewmodel, how can i fix this ?
example for solly :
alias default_primary_crosshair "small; white; cross; off"
alias default_secondary_crosshair "small; yellow; cross; off"
alias default_melee_crosshair "small; white; cross; 70"

off_with_muzzleflash instead of just off

RedC:
Make yourself the broesel crosshair switcher how you want it, and for soldier set the viewmodel fov to 90. Then take a class you dont use much (for example heavy or pyro) and set the crosshairs to be the exact same as soldier, but set the viewmodel fov to 70. Now they are identical except one is viewmodel_fov 90 and one is viewmodel_fov 70.
Now bind this in your cfg somewhere:

bind "LEFTARROW" "exec soldier"
bind "RIGHTARROW" "exec pyro"

Now when you switch weapons you can hit left arrow for RL, and right arrow for original. If you ever change classes for say foreward spawns, then hit the corresponding button to get your viewmodel fov back

[quote=mousiope]im using broesel´s crosshair switcher but i have a problem, i cant see bullets coming out of scattergun or shotguns, i realized if i uses viewmodel_fov 70 and r_drawviwmodel 0 i can see the bullets but the way the crosshair switcher works it sets the viewmodel_fov to 0 and ignores r_drawviewmodel, how can i fix this ?
example for solly :
alias default_primary_crosshair "small; white; cross; off"
alias default_secondary_crosshair "small; yellow; cross; off"
alias default_melee_crosshair "small; white; cross; 70"[/quote]
off_with_muzzleflash instead of just off

RedC:
Make yourself the broesel crosshair switcher how you want it, and for soldier set the viewmodel fov to 90. Then take a class you dont use much (for example heavy or pyro) and set the crosshairs to be the exact same as soldier, but set the viewmodel fov to 70. Now they are identical except one is viewmodel_fov 90 and one is viewmodel_fov 70.
Now bind this in your cfg somewhere:

[code]bind "LEFTARROW" "exec soldier"
bind "RIGHTARROW" "exec pyro"[/code]

Now when you switch weapons you can hit left arrow for RL, and right arrow for original. If you ever change classes for say foreward spawns, then hit the corresponding button to get your viewmodel fov back
15
#15
0 Frags +

tks lazypanda !

tks lazypanda !
16
#16
0 Frags +

I use aron's crosshair switcher, which makes specific crosshairs, viewmodels, fov for each weapon for you

I use aron's crosshair switcher, which makes specific crosshairs, viewmodels, fov for each weapon for you
17
#17
1 Frags +

Here's how I'd do it.

Make different loadouts with the weapons you want to use and then make binds that change your loadout as well as change your viewmodel cvar values. If you use custom weapon aliases you will need to incorporate those alises in this script for everything to work properly.

alias loadout1 "load_itempreset 0;viewmodel_fov 90;r_drawviewmodel 0"
alias loadout2 "load_itempreset 1;viewmodel_fov 90;r_drawviewmodel 0"
alias loadout3 "load_itempreset 2;viewmodel_fov 90;r_drawviewmodel 0"
alias loadout4 "load_itempreset 3;viewmodel_fov 90;r_drawviewmodel 0"
bind f1 loadout1
bind f2 loadout2
bind f3 loadout3
bind f4 loadout4

Here's how I'd do it.

Make different loadouts with the weapons you want to use and then make binds that change your loadout as well as change your viewmodel cvar values. If you use custom weapon aliases you will need to incorporate those alises in this script for everything to work properly.

alias loadout1 "load_itempreset 0;viewmodel_fov 90;r_drawviewmodel 0"
alias loadout2 "load_itempreset 1;viewmodel_fov 90;r_drawviewmodel 0"
alias loadout3 "load_itempreset 2;viewmodel_fov 90;r_drawviewmodel 0"
alias loadout4 "load_itempreset 3;viewmodel_fov 90;r_drawviewmodel 0"
bind f1 loadout1
bind f2 loadout2
bind f3 loadout3
bind f4 loadout4
18
#18
0 Frags +
swiperNo, all the suggestions above except for yours are valid options

He asked for different fovs for the original and the default, which are in the same slot, pretty much everyone else gave the wrong advice. My shitty scripting also didn't really help i just put in something i thought would work, Drake gave the right script anyway so it's cool.

[quote=swiper]No, all the suggestions above except for yours are valid options[/quote]

He asked for different fovs for the original and the default, which are in the same slot, pretty much everyone else gave the wrong advice. My shitty scripting also didn't really help i just put in something i thought would work, Drake gave the right script anyway so it's cool.
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