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Old 05-13-2008, 03:45 PM   #31
Wolfe
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Default Re: [WIP] Realistic Deviation

Quote:
Originally Posted by Cp20000 View Post
Code:
ObjectTemplate.zoom.zoomDelay .8
animationManager.length 0.8
Yep, that works.
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Old 05-13-2008, 03:57 PM   #32
Jonny

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Default Re: [WIP] Realistic Deviation

Remember, when your life depends on it a full second is a LONG time.

You can die in under half a second in this game.

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, 05:30 PM   #33
Wolfe
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Default Re: [WIP] Realistic Deviation

Don't get hung up on specific .5, 6, 7, or .8 zoom times. A LOT of squad vs. squad play testing is required to determine what the zoom time will be, not theoretical guessing on the forums.

But there WILL be a delay in the end product. There has to be. Not just for realism sake, but for game mechanics sake. Without a delay, everyone will be able to switch from from a wide cone of fire to a narrow cone of fire near-instantaneously... going prone and scoping in before they hit the ground... then we're right back to v.75 atari-like deviation physics.
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Old 05-13-2008, 05:43 PM   #34
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Default Re: [WIP] Realistic Deviation

Another known issue:

Medic M16a2 animation: missing graphics
Slowing down the M16a4 (rifleman) animation speed worked perfectly, but it affected the M16a2 (medic). Even though the rifleman and medic have the same zoom delay speed, the medic's rifle dissappears during the zoom animation (pictured below). The M16a2 folder doesn't contain an animation file; it seems to run off the M16a4... any ideas how to fix this?



Update: Fixed.
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Last edited by Wolfe; 05-13-2008 at 09:42 PM..
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Old 06-02-2008, 07:45 PM   #35
Wolfe
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Default Re: [Coding] Realistic Deviation [WIP]

Question:

The simrad (officer's binocs) have a range finder display. I have slowed down the animation of brining the binocs to your eyes, but the range display appears immediately (before the animation is complete). How do I delay the appearance of the range finder so that it displays after the binoc animation is complete?
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Old 06-02-2008, 07:49 PM   #36
[R-DEV]bosco
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Default Re: [Coding] Realistic Deviation [WIP]

This thread gives me hope, thank you Wolfe.


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Old 06-02-2008, 08:10 PM   #37
[R-DEV]dbzao
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Default Re: [Coding] Realistic Deviation [WIP]

Quote:
Originally Posted by Wolfe View Post
Question:

The simrad (officer's binocs) have a range finder display. I have slowed down the animation of brining the binocs to your eyes, but the range display appears immediately (before the animation is complete). How do I delay the appearance of the range finder so that it displays after the binoc animation is complete?
You can probably put a show delay in the HUD file for that.
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Last edited by [R-DEV]dbzao; 06-02-2008 at 08:20 PM..
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Old 06-02-2008, 08:12 PM   #38
Wolfe
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Default Re: [Coding] Realistic Deviation [WIP]

How? Remember, you're talking to a noob coder who knows next-to-nothing about such things.
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Old 06-03-2008, 12:30 AM   #39
[R-CON]nedlands1
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Default Re: [Coding] Realistic Deviation [WIP]

You can find the HUD file here: menu_server.zip\HUD\HudSetup\Weapons\HudElementsLa serPainter

Code:
hudBuilder.createSplitNode		IngameHud LaserPainterHud
hudBuilder.setNodeLogicShowVariable 	EQUAL GuiIndex 1

hudBuilder.createTextNode		LaserPainterHud SimradRangeText 462 400 101 10
hudBuilder.setTextNodeStyle		Fonts/vehicleHudFont_6.dif 2
hudBuilder.setTextNodeStringVariable	TargetDistanceString
hudBuilder.setNodeColor			0.8 0 0 1

hudBuilder.createTextNode		LaserPainterHud TargetLabelOn 476 420 115 10
hudBuilder.setTextNodeStyle		Fonts/vehicleHudFont_6.dif 0
hudBuilder.setTextNodeString		HUD_TEXT_LASERTARGET_TARGET_AQUIRED
hudBuilder.setNodeShowVariable 	HasMissileConnection
hudBuilder.setNodeColor			0.7 0.1 0.1 1
hudBuilder.setNodeOutTime 		0.1

rem -------------------------------------- Laser Target Indication --------------------------------------

hudBuilder.createObjectMarkerNode 		LaserPainterHud LaserPainterMarker  120 170 540 230
hudBuilder.setObjectMarkerNodeTexture 		0 Ingame\Vehicles\Icons\Hud\Air\Attack\F15\HeatSeeking\lockBoxFriendly.tga
hudBuilder.setObjectMarkerNodeTexture 		1 Ingame\Vehicles\Icons\Hud\Air\Attack\F15\HeatSeeking\lockBox.tga
hudBuilder.setObjectMarkerNodeTexture 		2 Ingame\Vehicles\Icons\Hud\Air\Attack\F15\HeatSeeking\lockBoxLocked.tga
hudBuilder.setObjectMarkerNodeTexture 		3 Ingame\Vehicles\Icons\Hud\Land\Tunguska\rangeLine.tga
hudBuilder.setObjectMarkerNodeTextureSize	0 32 32
hudBuilder.setObjectMarkerNodeTextureSize	1 32 32
hudBuilder.setObjectMarkerNodeTextureSize	2 64 64
hudBuilder.setObjectMarkerNodeTextureSize	3 16 256
hudBuilder.setObjectMarkerNodeObjects 		4
hudBuilder.setObjectMarkerNodeLockOnType	1
hudBuilder.setNodeColor		 		0 0.8 0 1
I tried putting in hudBuilder.setNodeInTime X, where X was a number but the rangefinder wouldn't show up.


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Old 06-03-2008, 01:10 AM   #40
Wolfe
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Default

That's the target painter (white box/missile connection) which is different (although used simultaneously) than the range finder (numbers that show distance)?

The simrad .tweak file has this line of code:
ObjectTemplate.weaponHud.hasRangeFinder 1

and also has references to:
Ingame\Weapons\Icons\Hud\

So I'm wondering if the range finder is a separately controlled file located there or elsewhere? It must be a separate thing.. because tanks have range finders but don't have target painters.

I would also have to find the range finder code for the HAT (the range finder numbers appear before the animation is complete).
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Last edited by Wolfe; 06-03-2008 at 01:17 AM..
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