Add scope on and off command

This commit is contained in:
Justin Oros
2026-09-27 13:23:59 -07:00
parent a785fd5c1a
commit 6b0c5e746d
2 changed files with 192 additions and 30 deletions
+134 -28
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@@ -1,100 +1,206 @@
# Rifle Scope
\# Rifle Scope
A stronger rifle scope for Sons of the Forest. Aiming down the rifle scope zooms
5x further than the vanilla scope and shows a full screen scope view with a
crosshair reticle, mil dots and a rangefinder instead of the red dot.
## Multiplayer
\## Multiplayer
Client side only. Nothing gets installed on a dedicated server, and other players
do not need the mod.
## Installation
### Easy install
\## Installation
\### Easy install
Close the game, open PowerShell and paste:
```powershell
irm https://raw.githubusercontent.com/JustinOros/sotf-riflescope/main/Install.ps1 | iex
```
It finds your game, installs RedLoader if needed, and installs the latest
RifleScope. Run it again any time to update.
### Manual install
#### Step 1: Install RedLoader
[RedLoader](https://github.com/ToniMacaroni/RedLoader/releases/latest) is the mod
\### Manual install
\#### Step 1: Install RedLoader
\[RedLoader](https://github.com/ToniMacaroni/RedLoader/releases/latest) is the mod
loader for Sons of the Forest. The game cannot load any mod without it, so
install it first. You only have to do this once.
1. Download `RedLoader.zip` from the
[latest RedLoader release](https://github.com/ToniMacaroni/RedLoader/releases/latest)
2. Extract it into your Sons of the Forest folder, the one containing
`SonsOfTheForest.exe`, usually
`C:\Program Files (x86)\Steam\steamapps\common\Sons Of The Forest`
3. Launch the game once and wait until you reach the main menu. The first launch
takes a few minutes while RedLoader processes the game files
4. Check that `MODS` appears on the main menu, then quit
#### Step 2: Install RifleScope
1. Download `RifleScope.zip` from the
[latest release](https://github.com/JustinOros/sotf-riflescope/releases/latest)
2. Extract it into the `Mods` folder inside your game folder
3. You should end up with:
1\. Download `RedLoader.zip` from the
  \[latest RedLoader release](https://github.com/ToniMacaroni/RedLoader/releases/latest)
2\. Extract it into your Sons of the Forest folder, the one containing
  `SonsOfTheForest.exe`, usually
  `C:\\Program Files (x86)\\Steam\\steamapps\\common\\Sons Of The Forest`
3\. Launch the game once and wait until you reach the main menu. The first launch
  takes a few minutes while RedLoader processes the game files
4\. Check that `MODS` appears on the main menu, then quit
\#### Step 2: Install RifleScope
1\. Download `RifleScope.zip` from the
  \[latest release](https://github.com/JustinOros/sotf-riflescope/releases/latest)
2\. Extract it into the `Mods` folder inside your game folder
3\. You should end up with:
```
Mods\RifleScope.dll
Mods\RifleScope\manifest.json
Mods\\RifleScope.dll
Mods\\RifleScope\\manifest.json
```
## Usage
\## Usage
Equip the rifle and aim. Once zoomed in, the rifle model is hidden and the scope
view is shown. Your shot goes where the crosshair is.
The red number at the bottom left of the scope is the range in meters to whatever
is under the crosshair.
The reticle has 10 mil dots in each direction. At 5x each dot is 2 mils, which
covers 20 cm at 100 m. At 10x and higher each dot is 1 mil. Use them to hold over
or to the side at long range.
Press F1 to open the console, then use these commands:
| Command | Action |
| --- | --- |
| `scope` | Show whether the mod is on or off |
| `scope off` | Turn the mod off and go back to the vanilla scope |
| `scope on` | Turn the mod back on |
| `scopezoom` | Show the current zoom |
| `scopezoom 5` | Set the zoom as a multiple of the vanilla scope, 1 to 50. The default is 5 |
| `scopetrim` | Show the current vertical trim |
| `scopetrim 50` | Set the vertical trim, -200 to 200. Positive moves hits down, negative moves hits up. The default is 50 |
| `scopewind` | Show the current windage |
| `scopewind 20` | Set the windage, -200 to 200. Positive moves hits right, negative moves hits left. The default is 0 |
| `scopedebug` | Toggle a debug readout above the range |
Trim and windage are angle adjustments, so a setting that is right at one range
stays right at every range.
The zoom, trim and windage are saved to `UserData\RifleScope.txt` in your game
The on or off setting, zoom, trim and windage are saved to `UserData\\RifleScope.txt` in your game
folder. Setting the zoom to 1 keeps vanilla zoom and the normal scope view,
without the red dot.
## Building from source
\## Building from source
Requires the .NET 8 SDK and RedLoader installed with its game assemblies
generated.
```powershell
.\build.ps1 -Install
.\\build.ps1 -Install
```
Use `-Package` to build `RifleScope.zip` for a release. Pass `-GameDir "path"` if
the game is not found automatically.
## Troubleshooting
Check `_RedLoader\Latest.log` in your game folder. RifleScope logs a line when it
\## Troubleshooting
Check `\_RedLoader\\Latest.log` in your game folder. RifleScope logs a line when it
loads.
+57 -1
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@@ -43,6 +43,8 @@ public class RifleScope : SonsMod
private static float _trimCm = DefaultTrimCm;
private static float _windCm;
private static bool _debug;
private static bool _enabled = true;
private static readonly List<(Renderer Renderer, int Slot, Material Original)> RedDotSlots = new();
private static string _configPath;
private static RifleAnimatorController _rifle;
@@ -99,6 +101,9 @@ public class RifleScope : SonsMod
private static void Tick()
{
if (!_enabled)
return;
if (!_rifle || !_rifle.gameObject.activeInHierarchy)
{
_rifle = null;
@@ -269,6 +274,7 @@ public class RifleScope : SonsMod
var mat = mats[i];
if (!mat || HiddenIds.Contains(mat.GetInstanceID()) || !mat.shader || mat.shader.name != RedDotShader)
continue;
RedDotSlots.Add((renderer, i, mat));
mats[i] = HiddenFor(mat);
changed = true;
}
@@ -277,6 +283,34 @@ public class RifleScope : SonsMod
}
}
private static void RestoreRedDot()
{
foreach (var (renderer, slot, original) in RedDotSlots)
{
if (!renderer || !original)
continue;
var mats = renderer.sharedMaterials;
if (slot >= mats.Length || !mats[slot] || !HiddenIds.Contains(mats[slot].GetInstanceID()))
continue;
mats[slot] = original;
renderer.sharedMaterials = mats;
}
RedDotSlots.Clear();
}
private static void Disable()
{
SetZoomed(false, null);
if (_rifle)
{
var settings = _rifle._fovChangeSettings;
if (settings != null && OriginalOffsets.TryGetValue(settings.Pointer, out var original))
settings._FieldOfViewTargetOffset_k__BackingField = original;
}
RestoreRedDot();
_rifle = null;
}
private static Material HiddenFor(Material original)
{
var id = original.GetInstanceID();
@@ -634,6 +668,26 @@ public class RifleScope : SonsMod
return tex;
}
[DebugCommand("scope")]
private static void ScopeCommand(string args)
{
args = (args ?? string.Empty).Trim().ToLowerInvariant();
if (args == "on" || args == "off")
{
_enabled = args == "on";
Save();
if (_enabled)
_rifle = null;
else
Disable();
Say($"RifleScope {(_enabled ? "on" : "off")}");
return;
}
Say($"RifleScope is {(_enabled ? "on" : "off")}. Usage: scope on or scope off");
}
[DebugCommand("scopezoom")]
private static void ScopeZoomCommand(string args)
{
@@ -734,6 +788,8 @@ public class RifleScope : SonsMod
_trimCm = trim;
if (parts.Length > 2 && float.TryParse(parts[2], NumberStyles.Float, Inv, out var wind) && wind >= -MaxWindCm && wind <= MaxWindCm)
_windCm = wind;
if (parts.Length > 3)
_enabled = parts[3] != "0";
}
catch (Exception e)
{
@@ -745,7 +801,7 @@ public class RifleScope : SonsMod
{
try
{
File.WriteAllText(_configPath, $"{_zoom.ToString(Inv)} {_trimCm.ToString(Inv)} {_windCm.ToString(Inv)}");
File.WriteAllText(_configPath, $"{_zoom.ToString(Inv)} {_trimCm.ToString(Inv)} {_windCm.ToString(Inv)} {(_enabled ? "1" : "0")}");
}
catch (Exception e)
{