Ok so i have the AR-15 Patrol Carbine
I want to change the zoom drifting when i zoom in .
There is a Gunspec text file in gamecore\guns\enhanced\AR15
;// AR-15 Patrol Carbine weapon spec Calibrated for Camera Distance=70, Weapon FOV=70+, Horizontal FOV=110
;// Enhanced Weapon Pack v.1.2
;// Mesh, Textures and Animation by Jake Cotton aka EAI (Errant AI) (c)2018 errant_ai@yahoo.com
;// https://www.tgcstore.net/artist/77474
;// https://eaimedia.com
;// Press [switchtoalt] to switch fire modes (magnification optic)
;// Press [melee key] to melee
;// Right-Click to Aim Down Sights
;// Ammunition
alternateisray = 1 ;enables alt-fire ability. 0 for projectile/flak, 1 for raycast bullet
poolammo = enhanced\556NATO
alt poolammo = enhanced\556NATO
shareloadedammo = 1 ; weapon shares the same in-gun ammo between fire modes
reloadqty = 30 ;max number of cartridges in magazine
chamberedround = 1 ;max number of chambered cartridges
alt reloadqty = 30 ;max number of cartridges in alt-mode magazine
alt chamberedround = 1 ;max number of chambered cartridges in alt-mode
noautoreload = 1 ;disables automated reloading when out of in-gun ammo
nofullreload = 1 ;disables the ability to reload when weapon is fully topped up with ammo
forcezoomout = 1 ;allows weapon to be reloaded while aiming without releasing aim button.
addtospare = 1 ;collected ammo is added to pooled ammo instead of being added directly to weapon's magazine
alt noautoreload = 1
alt nofullreload = 1
alt forcezoomout = 1
alt addtospare = 1
npcignorereload = 0 ;npc spawns with empty weapon
;// Range and damage
damage = 37 ;base damage per hitscan projectile
range = 15748 ;maximum range in inches
force = 50 ;amount of force applied to dynamic objects upon bullet impact
scorchtype = 1 ;bullet hole decal type (currently n/a)
noscorch = 0 ;disables use of bullet hole decals (currently n/a)
alt damage = 37
alt range = 15748
alt force = 50
alt scorchtype = 1
alt noscorch = 0
melee damage = 5 ;melee damage value
melee range = 75 ;melee attack range in inches
melee force = 300 ;amount of force applied to dynamic objects upon melee impact
melee noscorch = 1 ;disables use of bullet hole decals for melee attack (currently n/a)
alt melee damage = 5
alt melee range = 75
alt melee force = 300
alt melee noscorch = 1
firerate = 10 ;delay between shots in automatic firing mode
alt firerate = 10
;// Accuracy
simplezoom = 1 ;value of 1 or higher enables aiming and sets magnification strength while aiming
accuracy = 200 ;bullet spread
runacc = 600 ;bullet spread while sprinting
simplezoomacc = 100 ;intensity of breath distruption while aiming
zoomaccuracy = 30 ;bullet spread while aiming
zoomaccuracybreathhold = 1 ;enables or disables ability to steady aiming using [zoomholdbreath] key defined in setup.ini
zoomaccuracybreath = 5000 ;maximum duration in ms that aim can be steadied before needing to take breath and try again
zoomaccuracyheld = 1 ;intensity of breath disruption while aim is steadied
alt simplezoom = 5.5
alt accuracy = 200
alt runacc = 600
alt simplezoomacc = 100
alt zoomaccuracy = 60
alt zoomaccuracybreathhold = 1
alt zoomaccuracybreath = 5000
alt zoomaccuracyheld = 1
;// Reliability
overheatafter = 1 ;weapon is hot after x number of shots. increase value for higher reliability.
cooldown = 300 ;time after shot for overheatafter reset. decrease value for higher reliability.
jamchance = 20 ;percentage chance for stoppage while hot. decrease value for higher reliability.
alt overheatafter = 1
alt cooldown = 300
alt jamchance = 20
;// HUD handling characteristics - Activate plrspeedmods in setup.ini
disablemovespeedmod = 0 ;disables use of player move and turn speed multipliers
alt disablemovespeedmod = 0
zoomwalkspeed = 0.7 ;walk speed multiplier while aiming
zoomturnspeed = 0.6 ;turn speed multiplier while aiming
plrmovespeedmod = 0.8 ;move speed multiplier
plremptyspeedmod = 0.9 ;move speed multiplier with empty weapon
plrturnspeedmod = 1.0 ;turn speed multiplier
plrjumpspeedmod = 1.0 ;jump inertia multiplier
plrreloadspeedmod = 0.5 ;move speed multiplier while reloading
alt zoomwalkspeed = 0.2
alt zoomturnspeed = 0.25
alt plrmovespeedmod = 0.8
alt plremptyspeedmod = 0.9
alt plrturnspeedmod = 1.0
alt plrjumpspeedmod = 1.0
alt plrreloadspeedmod = 0.5
recoily = 20 ;recoil vertical disturbance
recoilyreturn = 95 ;recoil vertical return percentage
recoilx = 3 ;recoil horizontal disturbance
recoilxreturn = 90 ;recoil horizontal return percentage
zoomrecoily = 15 ;recoil vertical disturbance while aiming
zoomrecoilyreturn = 97 ;recoil vertical return percentage while aiming
zoomrecoilx = 2 ;recoil horizontal disturbance while aiming
zoomrecoilxreturn = 94 ;recoil horizontal return percentage while aiming
zoomgunlagspeed = 25 ;hud model drift inertia while aiming
zoomgunlagxmax = 10 ;hud model max vertical drift while aiming
zoomgunlagymax = 10 ;hud model max horizontal drift while aiming
gunlagspeed = 30 ;hud model drift inertia
gunlagxmax = 10 ;hud model max vertical drift
gunlagymax = 18 ;hud model max horizontal drift
simplezoomspeed = 10 ;speed of runy offset or non-ainmated zoomto/from transition
alt recoily = 30
alt recoilyreturn = 95
alt recoilx = 5
alt recoilxreturn = 90
alt zoomrecoily = 15
alt zoomrecoilyreturn = 97
alt zoomrecoilx = 2
alt zoomrecoilxreturn = 94
alt zoomgunlagspeed = 75
alt zoomgunlagxmax = 30
alt zoomgunlagymax = 30
alt gunlagspeed = 30
alt gunlagxmax = 10
alt gunlagymax = 18
alt simplezoomspeed = 10
disablerunandshoot = 0 ;disables ability to fire weapon while sprinting
alt disablerunandshoot = 0
reloadspeed = 110 ;reload animation playback speed default 100
alt reloadspeed = 110
;// Visuals
zoomscope =
alt zoomscope =
textured =
effect = effectbank\reloaded\weapon_bone.fx
weapontype = 5
statuspanelcode = 100
vweaptex = AR15
decal = muzzleflash4
decalforward = 100
invertnormal = 1 ;flag for -Y axis normal maps
preservetangents = 1 ;disable normal tangent shifting
;// Depth Of Field Zoom Override
;dofdistance = 0
;dofintensity = 20
;alt dofdistance = 0
;alt dofintensity = 100
;//Model positions
horiz = 0 ;player weapon model horizontal position offset
vert = 0 ;player weapon model vertical position offset
forward = 0 ;player weapon model depth position offset
runy = -1 ;player weapon model vertical offset while sprinting
simplezoommod = 2 ;player weapon model fov adjustment while aiming to avoid near clip
simplezoomx = 0 ;player weapon model horizontal position offset while aiming - zeroed @ 85 weapon fov
simplezoomy = .1 ;player weapon model vertical position offset while aiming - zeroed @ 85 weapon fov
alt horiz = 0
alt vert = 0
alt forward = 0
alt runy = -1
alt simplezoommod = 2
alt simplezoomx = 0.11
alt simplezoomy = 0.26
;// Muzzleflash
usespotlighting = 1 ;enables dynamic muzzleflash light effect when firing
alt usespotlighting = 1
muzzlecolorR = 200 ;muzzleflash light red value
muzzlecolorG = 119 ;muzzleflash light green value
muzzlecolorB = 43 ;muzzleflash light blue value
alt muzzlecolorR = 200
alt muzzlecolorG = 119
alt muzzlecolorB = 43
muzzleflash = 4 ;ID of muzzleflash decal when firing
simplezoomflash = 1 ;enables muzzleflash when firing while aimed
muzzlesize = 120 ;scale of muzzleflash decal
smokedecal = gunsmoke
alignx = 4 ;muzzleflash decal horizontal screenspace offset from center
aligny = -3 ;muzzleflash decal vertical screenspace offset from center
alignz = 38 ;muzzleflash decal distance from camera in inches
zoomalignx = 0 ;muzzleflash decal horizontal screenspace offset from center when aiming
zoomaligny = -3 ;muzzleflash decal vertical screenspace offset from center when aiming
zoomalignz = 30 ;muzzleflash decal distance from camera in inches when aiming
alt muzzleflash = 4
alt simplezoomflash = 1
alt muzzlesize = 120
alt smokedecal = gunsmoke
alt alignx = 4
alt aligny = -3
alt alignz = 38
alt zoomalignx = 0
alt zoomaligny = -10
alt zoomalignz = 16
;// Brass System
brass = 223 ;brass model ID for dynamic ejecting cartridge cases
brasslife = 2000 ;brass model instance lifespan before despawning
brassangle = 80 ;base relative bearing for brass ejection
brassanglerand = 5 ;brassangle randomized deviation maximum
brassspeed = 40 ;brass ejection impulse
brassspeedrand = 1 ;brassspeed randomized deviation maximum
brassupward = 30 ;brass ejection vertical impulse
brassupwardrand = 1 ;brassupward randomized deviation maximum
brassrotx = 1000 ;brass model x axis spin rate
brassrotxrand = 200 ;brassrotx randomized deviation maximum
brassroty = 500 ;brass model y axis spin rate
brassrotyrand = 100 ;brassroty randomized deviation maximum
brassrotz = -200 ;brass model z axis spin rate
brassrotzrand = 100 ;brassrotz randomized deviation maximum
alt brass = 223
alt brasslife = 2000
alt brassangle = 80
alt brassanglerand = 5
alt brassspeed = 40
alt brassspeedrand = 1
alt brassupward = 30
alt brassupwardrand = 1
alt brassrotx = 1000
alt brassrotxrand = 200
alt brassroty = 500
alt brassrotyrand = 100
alt brassrotz = -200
alt brassrotzrand = 100
;// HUD ANIMATION (timeline 0-2389 offset +1300)
keyframe ratio = 1
simplezoomanim = 1
alt simplezoomanim = 1
useempty = 1
alt useempty = 1
;select = 323,333 ;fast select
select = 670,708 ;equip select
idle = 5,55
move = 111,151
runto = 199,208
run = 209,249
runfrom = 251,258
melee start = 367,371
melee end = 372,390
;fire = 715,718
start fire = 715,716
end fire = 717,719
start fire 2 = 721,722
end fire 2 = 723,724
start fire 3 = 727,728
end fire 3 = 729,730
;automatic fire = 736,743
last start fire = 747,748
last end fire = 749,755
dryfire = 758,764
reload = 430,504 ;opportunistic reload
putaway = 334,343
empty select = 344,354
empty idle = 58,108
empty move = 155,195
empty runto = 261,270
empty run = 271,311
empty runfrom = 313,320
empty melee start = 400,404
empty melee end = 405,423
empty reload = 514,586 ;emergency reload
empty putaway = 355,364
zoomto = 767,771
zoom idle = 870,930
zoom move = 826,866
zoom start fire = 774,775
zoom end fire = 776,777
zoom start fire 2 = 780,781
zoom end fire 2 = 782,783
zoom start fire 3 = 786,787
zoom end fire 3 = 788,789
;zoom automatic fire = 794,801
;zoom last fire = 810,816
zoom last start fire = 810,811
zoom last end fire = 812,816
zoomfrom = 933,937
empty zoomto = 940,944
empty zoom idle = 999,1079
empty zoom move = 955,995
empty zoomfrom = 1082,1086
zoom dryfire = 947,950
fix jam = 589,668
;3x
altto = 1089,1113 ;flip magnifier on
altfrom = 1119,1143 ;flip magnifier off
empty altto = 1149,1173
empty altfrom = 1179,1203
;selector
;altto = 1210,1220 ;flip selector to auto
;altfrom = 1223,1233 ;flip selector to semi
;empty altto = 1236,1246
;empty altfrom = 1249,1259
;alt select = 1523,1533 ;alt fast select
alt select = 1970,2008 ;alt equip select
alt idle = 1305,1355
alt move = 1411,1451
alt runto = 1499,1508
alt run = 1509,1549
alt runfrom = 1551,1558
alt melee start = 1667,1671
alt melee end = 1672,1690
;alt fire = 2015,2018
alt start fire = 2015,2016
alt end fire = 2017,2018
alt start fire 2 = 2021,2022
alt end fire 2 = 2023,2024
alt start fire 3 = 2027,2028
alt end fire 3 = 2029,2030
;alt automatic fire = 2036,2043
alt last start fire = 2047,2048
alt last end fire = 2049,2055
alt dryfire = 2058,2064
alt reload = 1730,1804 ;opportunistic reload
alt putaway = 1634,1643
alt empty select = 1644,1654
alt empty idle = 1357,1407
alt empty move = 1455,1495
alt empty runto = 1561,1570
alt empty run = 1571,1611
alt empty runfrom = 1613,1620
alt empty melee start = 1700,1704
alt empty melee end = 1705,1723
alt empty reload = 1814,1886 ;emergency reload
alt empty putaway = 1655,1664
alt zoomto = 2067,2071
alt zoom idle = 2170,2230
alt zoom move = 2126,2166
alt zoom start fire = 2074,2075
alt zoom end fire = 2076,2077
alt zoom start fire 2 = 2080,2081
alt zoom end fire 2 = 2082,2083
alt zoom start fire 3 = 2086,2087
alt zoom end fire 3 = 2088,2089
;alt zoom automatic fire = 2094,2101
;alt zoom last fire = 2110,2116
alt zoom last start fire = 2110,2111
alt zoom last end fire = 2112,2116
alt zoomfrom = 2233,2237
alt empty zoomto = 2240,2244
alt empty zoom idle = 2299,2379
alt empty zoom move = 2255,2295
alt empty zoomfrom = 2382,2386
alt zoom dryfire = 2247,2250
alt fix jam = 1889,1968
;// GUN Sounds
sound1 = fire.wav
sound2 = reload.ogg
sound3 = dryfire.ogg
sound4 = putaway.ogg
sound5 = melee.ogg
sound6 = charge.ogg
sound7 = unload.ogg
sound8 = unload2.ogg
sound9 = taprack1.ogg
sound10 = taprack2.ogg
sound11 = taprack3.ogg
sound12 = altchange3.ogg
sound13 = lock.ogg
;sound13 = altchanges.ogg
sound14 = equip.ogg
fireloop = 0
soundstrength = 100
altsound1 = fire.wav
altsound3 = dryfire.ogg
altsound4 = putaway.ogg
alt fireloop = 0
alt soundstrength = 100
;// HUD sound frames list
soundframes = 39
sframe0 =
;tacload
sframe1 = 456,8 ;mag out
sframe2 = 470,2 ;mag in
;reload
sframe3 = 523,7 ;mag out
sframe4 = 547,2 ;mag in
sframe5 = 568,6 ;drop bolt
;draw
sframe6 = 324,4
sframe7 = 345,4
;melee
sframe8 = 368,5
sframe9 = 401,5
;fixjam
sframe10 = 593,9 ;tap
sframe11 = 610,10 ;rack
sframe12 = 637,11 ;forward assist
;alt tacload
sframe13 = 1756,8 ;mag out
sframe14 = 1770,2 ;mag in
;alt reload
sframe15 = 1823,7 ;mag out
sframe16 = 1847,2 ;mag in
sframe17 = 1868,6 ;drop bolt
;alt draw
sframe18 = 1624,4
sframe19 = 1645,4
;alt melee
sframe20 = 1668,5
sframe21 = 1701,5
;alt fixjam
sframe22 = 1893,9 ;tap
sframe23 = 1910,10 ;rack
sframe24 = 1937,11 ;forward assist
;alt change
sframe25 = 1097,12 ;altto-3x
sframe26 = 1126,12 ;altfrom-3x
sframe27 = 1156,12 ;empty altto-3x
sframe28 = 1186,12 ;empty altfrom-3x
sframe29 = 1214,13 ;altto-selector
sframe30 = 1227,13 ;altfrom-selector
sframe31 = 1239,13 ;empty altto-selector
sframe32 = 1252,13 ;empty altfrom-selector
;equip
sframe33 = 672,14
sframe34 = 1972,14
;boltlock
sframe35 = 751,13
sframe36 = 814,13
sframe37 = 2051,13
sframe38 = 2114,13
And there is the fpe file in Files\entitybank\Weapons
;header
desc = AR-15 Patrol Carbine
;Identity Details
isweapon = enhanced\AR15
quantity = 30
isimmobile = 1
;ai
aiinit =
aimain = weapon.lua
aidestroy =
;visualinfo
textured = gamecore\guns\enhanced\AR15\AR15_color.dds
effect = effectbank\reloaded\apbr_basic.fx
castshadow = 1
invertnormal = 1
preservetangents = 1
;orientation
model = gamecore\guns\enhanced\AR15\AR15.x
offx = 0
offy = 0
offz = 0
rotx = 0
roty = 0
rotz = 0
defaultstatic = 0
materialindex = 2
collisionmode = 0
;Sound
soundset = audiobank\misc\weapon.wav
;statistics
strength = 0
explodable = 0
debrisshape = 0
;spawn
spawnmax = 0
spawndelay = 0
spawnqty = 0
I tried to change these line in the gunspec text file but it does nothing.
;//Model positions
horiz = 0 ;player weapon model horizontal position offset
vert = 0 ;player weapon model vertical position offset
forward = 0 ;player weapon model depth position offset
runy = -1 ;player weapon model vertical offset while sprinting
simplezoommod = 2 ;player weapon model fov adjustment while aiming to avoid near clip
simplezoomx = 0 ;player weapon model horizontal position offset while aiming - zeroed @ 85 weapon fov
simplezoomy = .1 ;player weapon model vertical position offset while aiming - zeroed @ 85 weapon fov
Can anyone please help me .
Thanks in advance
Pcs
Windows 10 Pro 64-bit
Intel(R) Core(TM) i5-4590S CPU @ 3.00GHz
RAM 16GB NVIDIA GeForce GT 730
DirectX Version: DirectX 11
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