[T2 Release] PilotMode III

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Barbarian
01-23-2003, 11:23 AM
I don't have a vehicle list unfortunately. I know there's a few newer vehicle mods, like that Mechina (or whatever it was called) T2 mod with 15 vehicles..

Barbarian
01-23-2003, 11:26 AM
Originally posted by Mad Monk
a couple of people have reported problems with pilotmode (the original) not saving preferences properly. did you happen to come across anything like that? (Nordramor and Jaeth are the two people i heard with the problem)

and <3 for Uber for explaining to me the errors of my fov resetting ways.

Original pilotmode didn't save the deadzone setting if you turned it on.

...

Uber: suggest you call the vl2 PilotMode.vl2 before you release it (and package it in a PilotModeIII.zip if you want), so that it overwrites other pilotmodes installed...

us0r
01-23-2003, 11:43 AM
what is deadzone btw -_-

Halide
01-23-2003, 12:01 PM
something for a joystick that prevents slight movement when not moved

for lack of better terms :o

us0r
01-23-2003, 12:07 PM
ah ok

UberGuy (FT)
01-23-2003, 12:29 PM
Originally posted by us0r
Well, before I installed this script whenever I respawned, I would see in third person that my fov changed without me pushing zoom or anything. Now it stays at 90 :[

There's a pref you should check. No idea why it would have changed on you, but make sure that $pref::zoomControl::FOV is set to "1" in your ClientPrefs.cs.

If not ZoomControl won't reset your FoV.

You are using ZoomControl 1.1, right? Because 1.0 doesn't reset your FoV. :D

us0r
01-23-2003, 01:00 PM
Yeah I use 1.1 and the prefs was already "1". Another thing I noticed was that my killpopups are stuck on the screen :[

UberGuy (FT)
01-23-2003, 01:40 PM
Ok, the info about the popups makes me think I have a hint what's broken then, though I don't know why it's broken.

I do something vaguely dangerous to work around an old fix in ProPack (HalRetFix interferes with PMIII when you use the CC while piloting). I package calls to schedule().

However, what I did works for a lot of people, so I need more info to understand why it's breaking for you, us0r.

Do you for sure have the latest copy of PMIII from my link above? The copy I had released to ZProtoss after our initial testing was finsihed definitely had a bug relating to scheduling in it.

If you do have the latest, can you respawn and then look in the console for errors relating to either "schedule" or "setFoV" and tell me what you see?

us0r
01-23-2003, 01:58 PM
Do you mean the link from your first post? That's where I got it and I'll try re dling it. Maybe I don't have the latest support? Link to latest support plz ^_^

Kaiten Commande
01-23-2003, 02:05 PM
http://scripts.tribalwar.com/uberguy/files/support/support.vl2

us0r
01-23-2003, 02:15 PM
Ok whenever I respawn, it says in the console:

::setFov - wrong number of arguments.
usage: setFov(fov);

UberGuy (FT)
01-23-2003, 06:07 PM
Hrm, well, maybe there's just a dumb typo somewhere. I'll quadruple check it when I get home.

us0r
01-23-2003, 07:00 PM
Poor Uber :P

UberGuy (FT)
01-23-2003, 09:47 PM
Ok, I've uploaded a version 0.9.1. I've removed my old workaround for HalRetFix/ProPackFixes. For the curious, it is not advisable to package calls to schedule(). It is apparently magical.

Grab the new copy here (http://scripts.tribalwar.com/uberguy/files/pilotmode/pilotmode3.zip)

us0r
01-23-2003, 10:31 PM
That new version seemed to fix everything Uber :]. Good script ^_^

UberGuy (FT)
01-23-2003, 10:53 PM
Ok, one more version up. Here's the changes from the readme.

Version 0.9.2 (01/23/2003)
=============
+ Changed handling of axis slider link variable.
+ Changed way onscreen toggle interacts with the invert-axis variable
+ Altered gui so changes made while already in a vehicle take effect immediately.

Some people (notably Bluez) have reported the script wasn't saving the invert-y-axis setting. That's really the only bug I tried to fix in this version.

WaR^DoG
01-24-2003, 08:38 PM
Whenever i get out of a vehicule my fov doesnt reset, im using mortfov, is there any new version of it that i should have?

UberGuy (FT)
01-24-2003, 08:56 PM
Wierd, I'll have to look into that. What version of MortFoV do you have, so I can test against it?

Neofight
01-24-2003, 09:13 PM
I'd be happy to delete the stuff no longer required in classic if that would help. I haven't looked at the stuff in ProPackFixes in a long time, I'm sure there is stuff in there that is no longer needed.

UberGuy (FT)
01-24-2003, 09:25 PM
Stuff I know of that's not needed:

Shrike Reticle Fix
Fix to add TR2 Huds to HudManager

Also, if I could, I recommend you change the FoV fix code from:
function ClientCmdDisplayHuds() {
parent::ClientCmdDisplayH uds();
schedule(150, 0, setFov, $pref::Player::defaultFov );
schedule(1000, 0, setFov, $pref::Player::defaultFov );
}tofunction fixesFoV() {
setFov($pref::Player::def aultFov);
}

function ClientCmdDisplayHuds() {
parent::ClientCmdDisplayH uds();
schedule(150, 0, fixesFoV);
schedule(1000, 0, fixesFoV);
}

This keeps the schedule from setting a value that is a snapshot value possible changed by another script since the schedule was set. For example, combined with the ret fix, this was changing the FoV back after someone looked at the CC, beacuse the Fixes package was being called after PMIII. PMIII would set the $pref::Player::defaultFov , and then the schedule would go off later, switching the effective FoV back.