by IndioBlack » Thu Sep 01, 2005 5:54 pm
Well, the trick in making the bullets coincide with the pipper at a given distance is exactly as described in Hagar's formula:
[VIEWS]
view_forward_WINDOWS=%window_title_00%
VIEW_FORWARD_DIR=2.6, 0.0, 0.0
You stick this into the Panel.cfg just above the first window notation, and you experiment with the first number in the series, which in this example is 2.6.
The three sets of numbers are co-ordinates for three axes of direction, of which that first one controls the up/down position. (I think the second is left/right and the third rotates, so ignore them)
As far as I remember, a positive number makes the view look upwards, and a negative number makes it look down, but I can't exactly remember whether this has the opposite effect on the bullet travel: i.e if you want bullets to go up, you make the view go down. Perhaps Hagar can remember, or when you've experimented in this black art, you can remind us.
The thing to remember is that you're trying to make the bullets coincide with a target at a set distance, and they naturally travel in a trajectory, not a straight line. So if your pipper is on a target at 100 feet, and you've set the trajectory too high, you'll miss at 100, but probably get a kill at 200 - if you get my drift.