How do you make it that when you shoot it increasing fov but lerps back into the default fov
Return the FOV in this hook. You can use Weapon:LastShootTime() to get the last time the user shot for lerping
Can you tell how to even form this as a function cause Im a literal sped that cant even do a simple function.
SWEP.AddedFOV = 0 function SWEP:TranslateFOV(fov) return fov + SWEP.AddedFOV end
then you can change SWEP.AddedFOV from primaryattack or something
I much prefer the method implied by code_gs:
return fov + math.max(3 * (0.5 - self:LastShootTime()), 0)
0.5 is the amount of time in seconds that the effect is visible after firing, 3 is a multiplier for the magnitude of the effect. Untested of course.
sadly doesn’t work
Where did you put it? And does your SWEP call FireBullets?
Oh, I see the problem.
function SWEP:TranslateFOV(fov) return fov + math.max(3 * (CurTime() + 0.5 - self:LastShootTime()), 0) end
lol it works but broken
My view model became upside down lol
thats a low fov
You can adjust the scaling yourself, and it’s a known bug for the viewmodel to turn upside down at low FOVs.
the thing is it nonstop changes fov without even shooting