If you're using an fs_game you could probably just bind the keys as they would reset to the original profile when restarting cod, although im not entirely sure of this
If you're using an fs_game you could probably just bind the keys as they would reset to the original profile when restarting cod, although im not entirely sure of this
"Does not work" is an error report for a bug between keyboard and chair.
All hail Artie Effem
Yes that's exactly what I meant. I am using a fs_game, and, to save the player's original mouse sensitivity, I would just write a cfg and exec it after the player leaves the vehicle.
But, since sensitivity won't affect the keyboard commands, I'll just need to use functions to change the player's angles - and, like serthy said, it will probably not be smooth and therefore not worth the time spent, since I still need to adapt some stuff to be done with the TDM vehicle + bot mod.
I saw these functions in the para chute function:
bangles = self.angles;
self rotateTo( bangles, 0.5,0, 0.1);
rotateTo looks like an original COD function, since I couldn't find it anywhere in the file. Also, self.angles looks like an original COD variable, since it also wasn't defined anywhere in the file.
But unfortunately I don't think I'll have time for COD this week to test them.
both correct, original function and original vector
"Does not work" is an error report for a bug between keyboard and chair.
All hail Artie Effem
I'll still test it, but, even if I manage to rotate the player (update its position agreeing to the key being held) 5 times every second, it would still be like playing with 5 FPS.