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| PR Suggestions : Suggestions from our community members. |
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#21 |
![]() Join Date: Feb 2008
Location: Jamaica/ Canada
Posts: 642
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Now that is agreeable.
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#22 |
![]() Join Date: Dec 2007
Posts: 546
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maybe they can make the immense stamina loss be triggered only when the dolphin-dive/roll-dive animation was triggered?
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Got a PROBLEM? Check this: Project Reality Detailed Installation Guide
"Hello, IT! ... Yes, have you tried turning it on and off again?" Jonny: "LAT rockets are anti-infantry" |
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#23 |
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PR Lead Forum Moderator
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Well, I did search but didn't come up with anything so I defend that one
Will merge the topics though. Johnny - those values you posted seem to relate to movement rather than character's position? |
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#24 |
![]() Join Date: Apr 2007
United KingdomLocation: Peterhouse college, Cambridge
Posts: 2,666
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I didn't post values, I posted methods to do the part that the DEVs have not done/are not aware of how to do.
We do already have deviation related to stance, but not related to the stamina or time you have been moving. |
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Ballistics + Zeroing !!!Nedlands1 for [R-CON]!!! (Done) !!!Nedlands1 for [R-DEV]!!!
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#25 |
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PR Lead Forum Moderator
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Wanna talk to me about how using that variable would bring about the outcome we're looking for?
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#26 |
![]() Join Date: Apr 2007
United KingdomLocation: Peterhouse college, Cambridge
Posts: 2,666
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If it is set right then the more you move the more inaccurate the weapon is, to a point. Small movements around corners are not too bad, you can still shoot well, but walking halfway across a city is bad, you need to stop along the way ata corner if you want to shoot once you reach the other side.
The only issue is that there is no way to discriminate between walking and running, but that just means there needs to be a blur effect when running to make slow movement while covering better than constant (but slow) movement, which would be better than running. |
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Ballistics + Zeroing !!!Nedlands1 for [R-CON]!!! (Done) !!!Nedlands1 for [R-DEV]!!!
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#27 |
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PR Lead Forum Moderator
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Would it discriminate between walking and crouched walking? That'd be pretty useful.
Also, it wouldn't create the additional bonus of helping limit prone-diving by using the: "going prone -> reduces stamina -> temporarily reduces accuracy" benefit, but by the sound of it that's not possible at all? |
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#28 |
![]() Join Date: Apr 2007
United KingdomLocation: Peterhouse college, Cambridge
Posts: 2,666
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It appears to be any kind of moving around by using the w,a,s,d keys. I also think that while crouching there should be an animation* with a smaller weapon sway than while standing, and while running there would be a blur effect.
* I will ask Mosquill to add these while the zeroing is being done. |
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Ballistics + Zeroing !!!Nedlands1 for [R-CON]!!! (Done) !!!Nedlands1 for [R-DEV]!!!
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#29 |
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PR Contributor
![]() Join Date: May 2006
AustraliaLocation: Perth
Posts: 1,193
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Jonny is right when he says, "there is no way to discriminate between walking and running". The time you move for and whether it is a strafe movement or forwards/backwards movement is how the deviation is determined. Having said that, there is something that can be done. There is a zoom modifier for deviation. Currently it is set at "1" which means looking down you sights is as accurate as not looking down them. If this value was set to something low(X) and the base deviation was increased, then moving with the sights up would be far more effective as the deviation added due to moving would be X times less. I believe that moving with the sights up would be more effective than moving then bringing the sights up to shoot.
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#30 |
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PR Lead Forum Moderator
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Interesting thought... how easy would be it be to plumb a couple of values into this and try it out?
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| accuracy, deviation, stamina, stamina bar, staminarelated |
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