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Old 05-12-2008, 10:58 PM   #21
PRC_Heavy_Z
Retired PR Developer

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Default Re: [WIP] Realistic Deviation

Have you considered a logarithmic or exponential decrease rate instead of a linear one for the deviation from maximum deviation to minimum deviation?

This would reflect the more time and concentration required to hit a target say 200~300 meters away with a rifle versus hitting something 50~100 meters away.
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Old 05-12-2008, 11:14 PM   #22
Wolfe
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Default Re: [WIP] Realistic Deviation

Quote:
Originally Posted by PRC_Heavy_Z View Post
Have you considered a logarithmic or exponential decrease rate instead of a linear one for the deviation from maximum deviation to minimum deviation?

This would reflect the more time and concentration required to hit a target say 200~300 meters away with a rifle versus hitting something 50~100 meters away.
Not sure if that's even possible, but that would be nice. The only deviation values I'm aware of are those located in the .tweak of each weapon which doesn't allow for exponential recovery times. For example, fire dev only has 3 sets of values: max, per shot, and recovery rate per server frame.

If someone knows how to make this logarithmic, post it.

I only know about this much (I'm holding my thumb and index finger 1 millimeter apart) so much of this is new to me and I'm learning as I go.
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Old 05-12-2008, 11:35 PM   #23
[R-DEV]Mosquill
PR:BF2 Developer

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Default Re: [WIP] Realistic Deviation

Quote:
Originally Posted by Wolfe View Post
The .8 zoom time isn't a big problem for snipers.. in fact i think it enhances it.
So.. you would have to wait almost 2 seconds to unzoom the gun. That's unacceptable.
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Old 05-13-2008, 12:02 AM   #24
Wolfe
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Default Re: [WIP] Realistic Deviation

.8 is less than a second.
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Old 05-13-2008, 01:30 AM   #25
Wolfe
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Default Re: [WIP] Realistic Deviation

Ran into a problem during testing tonight:

Suppression Effect: pointless when scoped at 65 or closer.
The suppression effect doesn't obstruct your view enough. At 65 meters and closer, scoping in on your target allows you to see him clearly enough to easily kill. This was tested by person A going full auto and suppressing person B. Person B, while in full suppression, calmly scoped his rifle, aimed, and killed person A.

Going full auto from-the-hip may not kill your target, but should suppress them enough to the point they are unable to return effective fire. For this to happen, the suppression effect would have to blur your vision 3x to 10x more than it does now, but reduce the suppression time.

Also,
Quote:
Originally Posted by [R-CON]Mosquill View Post
Also your deviation should include both human factors and gun's accuracy in moa. And it shouldn't be scaled in any way.
You're right.. I tested hitbox detection (using an absolute 0 dev gun) and found the hitbox doesn't extend beyond the body in most areas. My fear was that it did, which could have affected the relative size of soldiers. It doesn't so no worry. I'm using real-life MOA for mindev.
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Last edited by Wolfe; 05-13-2008 at 01:55 AM..
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Old 05-13-2008, 06:38 AM   #26
[R-DEV]Mosquill
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Default Re: [WIP] Realistic Deviation

Quote:
Originally Posted by Wolfe View Post
.8 is less than a second.
I was talking about sniper rifles with double-zoom. For example you zoom-in on someone in the middle of a firefight, but then you want to quickly unzoom for some reason, and you can't because you have to click double-zoom first, switching to that will take 0.8s, and only then you can unzoom but that will take at least 0.8s more.

Also, I think 0.8s is too much for any gun, not just sniper rifles.
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Old 05-13-2008, 09:49 AM   #27
Jonny

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Default Re: [WIP] Realistic Deviation

Quote:
Originally Posted by PRC_Heavy_Z View Post
Have you considered a logarithmic or exponential decrease rate instead of a linear one for the deviation from maximum deviation to minimum deviation?
Not possible as far as I know.

XKCD forums, in the middle of a perfectly sane conversation:
Has anyone really been far even as decided to use even go want to do look more like?
Best post ever made!

EG: PPSh is made of win and quite possibly stamped sheet metal
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Old 05-13-2008, 01:59 PM   #28
Darktrooper
Default Re: [WIP] Realistic Deviation

Quote:
Originally Posted by Wolfe View Post
[*]Shooting while moving:
  • Unsighted:
    Walking forward has minimal increase to deviation. Side strafing has moderate increase to deviation. At 20 meters, side strafing while full auto will most likely wound them with has a chance of killing them (less of a chance than if you were standing still).
  • Sighted:
    Walking forward while scoped in allows you to suppress a target while advancing towards it, single shot or full auto. At 100m, your most bullets will hit. Side strafing while shooting scoped decreases that accuracy to 25% chance of hitting your target, but all bullets will land around him. After moving, it takes a moment to regain max accuracy.
I'm loving that part... I hate how now a minimal movement can make your deviation jump to max giving you no more chance than the one who was running toward you ...

Really, really good improvement here. Of course it can't be perfect right now, and a lot of values may need to be changed, but at least it can be done ...

Thanks
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Old 05-13-2008, 03:10 PM   #29
[R-MOD]Cp
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Default

Quote:
Originally Posted by Wolfe View Post
slight animation snag:

M16a4
Try these values:

Code:
rem ---BeginCompefaultZoomComp ---
ObjectTemplate.createComponent DefaultZoomComp
ObjectTemplate.zoom.zoomDelay .8
ObjectTemplate.zoom.zoomLod 1
ObjectTemplate.zoom.addZoomFactor 0
ObjectTemplate.zoom.addZoomFactor .25
ObjectTemplate.zoom.changeFovDelay .812
ObjectTemplate.zoom.disableMuzzleWhenZoomed 1
rem ---EndComp ---
and

Code:
Objects/Weapons/Handheld/usrif_m16a4/animations/1p/1p_m16a2_tozoom.baf
animationManager.looping 0
animationManager.length 0.68

Then zoom in the rifle and note the following:

1. Rifle animation begins, rifle moves to eye
2. Screen flickers for an instant, showing scope at the top of the screen.
3. Your are now looking through the scope as normal.

It's that second part, #2, that I want to eliminate. I just want it to start the animation then change to the zoom screen without that flicker.
this:

Code:
ObjectTemplate.zoom.zoomDelay .8
and this

Code:
animationManager.length 0.68
have to match each other, otherwise youll have the 1p_m16a2_zoom_stand animation "playing" without the zoom for 0.12 seconds.

This is easily fixed by simply changing the animation length of 1p_m16a2_tozoom to 0.8

so dont touch the .tweak but change the AnimationSystem1p.inc to

Code:
Objects/Weapons/Handheld/usrif_m16a4/animations/1p/1p_m16a2_tozoom.baf
animationManager.looping 0
animationManager.length 0.8

Theres still some glitching when zooming in, which I dont think can be fixed without altering the animation (nothing hard to do, really, but cant be done with notepad )


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Old 05-13-2008, 03:19 PM   #30
Sabre_tooth_tigger

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Default Re: [WIP] Realistic Deviation

Quote:
Originally Posted by [R-CON]Mosquill View Post
I was talking about sniper rifles with double-zoom. For example you zoom-in on someone in the middle of a firefight, but then you want to quickly unzoom for some reason, and you can't because you have to click double-zoom first, switching to that will take 0.8s, and only then you can unzoom but that will take at least 0.8s more.

Also, I think 0.8s is too much for any gun, not just sniper rifles.

Sniper scope should be awkward to use, people try to use them in the wrong places all the time - they should die


Quote:
Originally Posted by Wolfe View Post
I would like to have MOA (and recoil) based in realism, but not copy it exactly. Why not? Because in the real world, you have to deal with many known and random factors to shoot accurately. In the game, all I have to do is move my mouse a fraction of an inch. Realism doesn't always translate well to fiction.

For example, the effective range of an abrams tank is 3k-4k meters. That's roughly the size of the entire Kashan map therefore the range of tanks has been reduced. Small arms follows the same principal.
Got to say I agree, being literally realistic is a fail when it enables unrealistic tactics


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Last edited by Sabre_tooth_tigger; 05-13-2008 at 03:27 PM..
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