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#41 |
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PR:BF2 Contributor
![]() Join Date: May 2006
Location: Perth
Posts: 1,467
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If you look in the Simrad's .tweak you'll see the altguiindex (ie the graphical user interface for the zoomed view) is set to "1". There is a line in that laserpainter file which applies the code to weapons with that GUI index (hudBuilder.setNodeLogicShowVariable EQUAL GuiIndex 1). If I am not mistaken, the TargetDistanceString variable is the rangefinder value. I had a look for that variable in other files and lo and behold the tank drivers have it for their rangefinders.
menu_server.zip\HUD\HudSetup\VehiclesHudElementsM1 A2Driver.con: Code:
rem ------------range to target text--------------- ... ... ... hudBuilder.createTextNode M1A2Hud M1A2RangeLabel 398 400 101 60 hudBuilder.setTextNodeStyle Fonts/StandardTextBold_15.dif 2 hudBuilder.setTextNodeStringVariable TargetDistanceString hudBuilder.setNodeColor 0 0.8 0 0.9 |
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#42 |
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Registered User
![]() Join Date: Mar 2007
Posts: 1,063
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Ahh yes, then how do delay the appearance of the range finder values?
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#43 |
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PR:BF2 Contributor
![]() Join Date: May 2006
Location: Perth
Posts: 1,467
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No idea.
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#44 |
![]() Join Date: Jan 2008
Posts: 2,841
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I guess this is the best place to ask this question...
Could you...(without creating detriment to the gameplay) (a) Increase the speed at which players can pace while the weapon is at eye level. I wouldnt suggest this for scoped rifles, only for iron sights. (b) Increase the speed of prone movement just a tad. as when a player is prone and being fired at it is difficult to scramble backwards to cover. (I know that if i was being shot at scrambling wouldnt be a problem lol |
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#45 | |
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PR:BF2 Contributor
![]() Join Date: May 2006
Location: Perth
Posts: 1,467
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Quote:
(b) Apparently yes. Through the use of: Vars.Set phy-soldier-crawl-speed Y, where Y is the speed. | |
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#46 |
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PR Artwork Team
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I think he means the pace at which the soldier can move at with the weapon in ironsights, not the time it takes to bring up to eye level. Apologies if I'm wrong...
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#47 | |
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Registered User
![]() Join Date: Mar 2007
Posts: 1,063
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Quote:
Not sure if it's possible to regulate the speed of difference stances such as prone. Even if it were, I personally think the speed of prone is fine. If you're getting shot at, you may want to re-think your approach to the enemy. | |
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#48 |
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Programming Manager
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a) We didn't find a way to do this, but we want to.
b) It's possible, but I don't think it needs any change. Wolfe, how is the deviation thing going? Did you guys made any progress? |
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#49 | |
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Registered User
![]() Join Date: Mar 2007
Posts: 1,063
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Quote:
Beyond that, I'm still working on the basic deviation model for the assault rifle; this is the most difficult gun because it is used in the most variety of ways (full auto, single shot, short/medium/long range, slow movement, fast movement) and getting all of those to work effectively without run'n gun is a delicate balance. The other weapons (sniper, support, rockets) are easy because they're niche weapons designed for 1 or 2 purposes only and I don't have to worry about movement deviation since those weapons should remain stationary when fired. I'm in the ballpark but now trying to fine-tune it all. Hopefully I'll get that done this week or next. Once complete, I'll set up a series of test fights (squad vs squad) and see how well I've balanced the paper, scissors, rock effects. | |
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#50 |
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PR2 Manager
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Could the representation of a player's cone of fire be done via a very subtle shader effect; a little like focusing a manual-focus SLR camera? As in, when you're scoped the area in which your fire will go is crystal sharp, and everything outside it is very slightly blurred; the area of perfect sharpness would shrink down to a small area at lowest deviation.
Not realistic in the sense that your eye would remain focused on everything in a optical gunsight but if the effect was subtle it'd be a small indicator than just requiring players to wait and guess. |
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| Tags |
| coding, deviation, realistic, wip |
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