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Binoculars.
Posted: Sat Feb 07, 2009 8:20 pm
by Blavek Araven
I would like to see these implanted into RPMod.
I noticed when I was watching the Clone Wars animated series that the Jedi and Clones use them a lot. I think it would boost RP possibilities if we could select binoculars like we can with the remotes.
I for one would definitely use them on missions and even in the garden when I notice people I can't necessarily sense.
Posted: Sat Feb 07, 2009 9:28 pm
by Vantus
I support this.
This would be a welcome item. Perhaps place them somewhere you can collect them if you wish rather than having them by default.
Much like you can pick up weapons and bacta tanks etc.
A harmless item at best, not going to make anyone super-amazing and would encourage people to use them as a explination for seeing somebody at the other end of the Garden as Blavek said.
Posted: Sat Feb 07, 2009 9:44 pm
by Corinth Alkorda
Electrobinoculars are already a give-able item.
Posted: Sat Feb 07, 2009 10:00 pm
by Ergo Stomi
The current binoculars ingame are pretty lackluster. You can actually see yourself in them (if you're in thirdperson view) and they don't really zoom in that much. Plus they have no animation or model for them.
Posted: Sat Feb 07, 2009 10:36 pm
by Gabe Alkorda
Corinth is right, and I'm sure it could be configured in the classes.dat file to give the three classes binoculars by default, just as the training remote is given by default.
And Ergo is also correct. The baseJKA binoculars suck.
Posted: Sun Feb 08, 2009 2:13 am
by Ctathos
/bind n "set cg_fov 20; say ^7::Pulls Out Binoculars::"
/bind m "set cg_fov 110; say ^7::Puts Away Binoculars::"
Posted: Sun Feb 08, 2009 12:07 pm
by Iverian Prey
Alternatively, just the /me feature to do:
/me Pulls out binoculars

Posted: Sun Feb 08, 2009 4:07 pm
by Rash Loist
Yeah I just change my fov and roleplay it accordingly when I want to use them binocs.
Posted: Tue Feb 10, 2009 7:26 pm
by Dhiro
Ctathos wrote:/bind n "set cg_fov 20; say ^7::Pulls Out Binoculars::"
/bind m "set cg_fov 110; say ^7::Puts Away Binoculars::"
Just for the sake of mentioning: Last time I tried, any cg_fog above 100 would render as 100 (seem to recall Soh saying it was related to any cg_fog above, would look rather awful). No need to go all the way up to 110.
Anyway, off topic there, I think it would be a great way of achieving the desired feature.