in my ONSWeapon subclass, I have:
bInstantRotation=False //this allows YawStart/EndContraint to take effect
YawStartConstraint=-32786
YawEndConstraint=65500
PitchUpLimit=6000
PitchDownLimit=59500
This bit of code in the defaultprops, allows the weapon itself to be limited in it's movement.
Now, what I want, is in First Person, my view contrained the same as the weapons movement.
right now as far as I can tell, something is already contraining my pitch view. But my yaw view is 360 deg. My weapons are left/right side, so I have their fire arcs constrained to their respective hemispheres. I've looked through, ONSWeapon, ONSWeaponPawn and Vehicle. Looks like bspecialcalcview should come into play some how, but through scientific method I have eliminated it. I think I might need to tie the cameraview to the weapon? If so how? If not, what's my course of action?
Thanks,
Magnum
bInstantRotation=False //this allows YawStart/EndContraint to take effect
YawStartConstraint=-32786
YawEndConstraint=65500
PitchUpLimit=6000
PitchDownLimit=59500
This bit of code in the defaultprops, allows the weapon itself to be limited in it's movement.
Now, what I want, is in First Person, my view contrained the same as the weapons movement.
right now as far as I can tell, something is already contraining my pitch view. But my yaw view is 360 deg. My weapons are left/right side, so I have their fire arcs constrained to their respective hemispheres. I've looked through, ONSWeapon, ONSWeaponPawn and Vehicle. Looks like bspecialcalcview should come into play some how, but through scientific method I have eliminated it. I think I might need to tie the cameraview to the weapon? If so how? If not, what's my course of action?
Thanks,
Magnum
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