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Old 04-12-2009, 09:54 PM   #31
McBumLuv

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Default Re: Binocs on/in Deployable HMG

Yea, Rhino, why can't you just use the "C" key to change views in the HMG? Sure, the sight may have to be higher quality in 3rd person, but it'd be doable, no?


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Old 04-12-2009, 11:21 PM   #32
nick20404

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Default Re: Binocs on/in Deployable HMG

They should add a small zoom to each of the guns to instead of this idea some might say that's unrealistic and that is why it was removed in older versions, but I don't see how this would be unrealistic at all considering your view in real life is 100x better than in PR so really looking down sights would be very clear in real life and in the game its very unclear so adding a small zoom to even all the weapons would actually make it more realistic.

adding binoculars just so you can spot your target would be kinda lame and time consuming, It would be nice if you could see clearly threw the sites and there wouldn't even be a need for binocs.
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Old 04-12-2009, 11:30 PM   #33
[R-DEV]Rhino
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Default Re: Binocs on/in Deployable HMG

Quote:
Originally Posted by McLuv View Post
Yea, Rhino, why can't you just use the "C" key to change views in the HMG? Sure, the sight may have to be higher quality in 3rd person, but it'd be doable, no?
because all the "C" key dose is change the camera view, not change anything to do with "zoom" as such. The only way to simulate zoom with the camera key is to shove a camera really far in front of the vehicle, but then by doing that, you can drive up next to a building, look at the building, then "zoom in" with "C" and your view would be on the other side of the building

IT also wouldn't have any radical etc.


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Old 04-12-2009, 11:44 PM   #34
Psykogundam
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Default Re: Binocs on/in Deployable HMG

Quote:
Originally Posted by [R-DEV]Rhino View Post
ye, stuff has been mentioned like this in the past but dont think anyone has bothered to do it and only clicked in my head when I saw the topic title that you could do it via a dummy weapon.

And you know how much I remember about convos etc, let alone how much I remember about convos etc when I'm drinking
hence, Rhinoob



also. i dont get it. the HMG is a vehicle is it not? isnt it a matter of making a new ammo type just like lets say... a tank or gunship?


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Old 04-12-2009, 11:44 PM   #35
McBumLuv

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Default Re: Binocs on/in Deployable HMG

Are you sure about that? Hummvee's seem to have zoom ontop of the camera displacement, and what about attack helicopters?


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Old 04-12-2009, 11:51 PM   #36
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Default Re: Binocs on/in Deployable HMG

Adding this to the tank machinegunner would be sweet.


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Old 04-13-2009, 12:03 AM   #37
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Default Re: Binocs on/in Deployable HMG

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Originally Posted by McLuv View Post
Are you sure about that? Hummvee's seem to have zoom ontop of the camera displacement, and what about attack helicopters?
I swear I've explained this 5 times already in this topic...

the Attack heli zoom is done via what I said above, I'm pretty sure that's done by a camera really far in front of the chopper, to look like your zoomed in, while this works for an attack heli, it wouldn't for a vehicle, espically if you wanted a model for your radical.

the thing with using zoom as a separate weapon, which you really need to simulate real binocs as you dont want the guy shooting the MG "zoomed in" as such when hes viewing though them to start with, you would only want him to observer with them.


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Old 04-13-2009, 12:20 AM   #38
McBumLuv

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Default Re: Binocs on/in Deployable HMG

You don't get 10x zoom simply by putting the camera so far ahead of the helicopter, Rhinub It's actual zoom, otherwise you'd see further than the view distance (because you'd be ahead of it), you would'nt be able to use it when you're grounded (which you can), and it wouldn't actually be accurate, ie moving it 10 feet in front of you might look like zooming in on something 55 feet away, but not with something 500 feet away.

That, or the "c" function isn't actually changing the view type inthe attack helicoper, but doing something else.

Though, this doesn't have much to do with the actual thread on using binocs as dummie weapons. Of course, this is also all off the top of my head, since I don't have pr in front of me, so it might not all be completely accurate

EDIT2: the chechen field guns in pr use a "c" zoom feature, going from magnified zoom to no zoom/scope, don't they?


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Old 04-13-2009, 12:31 AM   #39
[R-DEV]Rhino
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Default Re: Binocs on/in Deployable HMG

on the zis3, its defiantly just moving the camera forwards a little bit, can see it in the editor now...

normal view:


After pressing "F9"


and looking at the code now, yep, all the zoom for the cobra appears to be is just the nose pos of the camera (ie, when you push F9) the cam goes 1.5m in front of it.



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Old 04-13-2009, 12:38 AM   #40
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Default Re: Binocs on/in Deployable HMG

Quote:
Originally Posted by [R-DEV]Rhino View Post
I swear I've explained this 5 times already in this topic...

the Attack heli zoom is done via what I said above, I'm pretty sure that's done by a camera really far in front of the chopper, to look like your zoomed in, while this works for an attack heli, it wouldn't for a vehicle, espically if you wanted a model for your radical.

the thing with using zoom as a separate weapon, which you really need to simulate real binocs as you dont want the guy shooting the MG "zoomed in" as such when hes viewing though them to start with, you would only want him to observer with them.
If this were true than wouldn't the choppers be able to see threw objects? or do objects stop the camera from going forward?
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