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Old 06-03-2008, 01:48 AM   #41
[R-CON]nedlands1
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Default Re: [Coding] Realistic Deviation [WIP]

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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Old 06-03-2008, 02:16 AM   #42
Wolfe
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Default Re: [Coding] Realistic Deviation [WIP]

Ahh yes, then how do delay the appearance of the range finder values?
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Old 06-03-2008, 04:07 AM   #43
[R-CON]nedlands1
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Default Re: [Coding] Realistic Deviation [WIP]

No idea.


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Old 06-06-2008, 12:05 AM   #44
Psykogundam
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Default Re: [Coding] Realistic Deviation [WIP]

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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Old 06-06-2008, 07:09 AM   #45
[R-CON]nedlands1
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Default Re: [Coding] Realistic Deviation [WIP]

Quote:
Originally Posted by Psykogundam View Post
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 )
(a) Yes, with ObjectTemplate.zoom.zoomDelay X, where X is the time in seconds. If you set it too long, funny things happen. The default value for the M16A4 is 0.08 seconds. By the way, 0.08 seconds is a very short time. Having it a little shorter won't make much of a difference. Increasing the time for scoped weapons and making the animations work however would, I'd imagine...

(b) Apparently yes. Through the use of: Vars.Set phy-soldier-crawl-speed Y, where Y is the speed.


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Old 06-06-2008, 07:14 AM   #46
[R-DEV]Drav
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Default Re: [Coding] Realistic Deviation [WIP]

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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Old 06-10-2008, 05:51 AM   #47
Wolfe
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Default Re: [Coding] Realistic Deviation [WIP]

Quote:
Originally Posted by Psykogundam View Post
(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.
That might be a good idea. CQB could be enhanced if iron-sighed soldiers could move slightly faster with their weapons drawn. Will look into this and if possible, see how it affects gameplay.

Quote:
Originally Posted by Psykogundam View Post
(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 )
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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Old 06-10-2008, 03:51 PM   #48
[R-DEV]dbzao
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Default Re: [Coding] Realistic Deviation [WIP]

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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Old 06-10-2008, 05:10 PM   #49
Wolfe
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Default Re: [Coding] Realistic Deviation [WIP]

Quote:
Originally Posted by [R-DEV]dbzao View Post
Wolfe, how is the deviation thing going? Did you guys made any progress?
It's just me doing the progress and it's been more work than anticipated. There are also a few issues to be resolved; there needs to be some kind graphic that shows your cone of fire... something that looks natural and realistic. I've had a few ideas but don't know how to code them.

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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Old 06-11-2008, 08:04 AM   #50
[R-DEV]Masaq
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Default Re: [Coding] Realistic Deviation [WIP]

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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