Weapon Question
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apophis3d
- Posts: 3
- Joined: 2007-05-24 20:20
Weapon Question
Ok I have one question and if this mod does indeed support this I am sold and will be downloading it right away.
Are you able to deploy the tri-pod on machine guns for recoil free fire?
Are you able to deploy the tri-pod on machine guns for recoil free fire?
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Gyberg
- Posts: 709
- Joined: 2006-08-04 23:36
but recoil can be changed dependant on the stance....
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Vicktor Vauhn
- Posts: 118
- Joined: 2007-01-03 10:14
How is that hard coded? if the devs really wanted couldn't they just create a new mounted weapon and give it he lowest recoil possible?
The M4 had almost no recoil for a while
If it cant be set to 0 it can be set to something nominal?
Edit wait is he talking about flipping down the feet of the support gun for less recoil?
You can go prone....I suppose if some one wanted to get crazy with animations they could animated the feet being pulled down, then lower recoil...but having like tri-pod mode where you could switch back and forth or what ever might be a little much for the engine....as well as being so much work for so little...
The M4 had almost no recoil for a while
Edit wait is he talking about flipping down the feet of the support gun for less recoil?
You can go prone....I suppose if some one wanted to get crazy with animations they could animated the feet being pulled down, then lower recoil...but having like tri-pod mode where you could switch back and forth or what ever might be a little much for the engine....as well as being so much work for so little...
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Bob_Marley
- Retired PR Developer
- Posts: 7745
- Joined: 2006-05-22 21:39
No, it cant. Deviation can be changed dependant on stance. Deviation and recoil are different and recoil is constant.Gyberg wrote:but recoil can be changed dependant on the stance....
The key to modernising any weapon is covering them in glue and tossing them in a barrel of M1913 rails until they look "Modern" enough.
Many thanks to [R-DEV]Adriaan for the sig!
Many thanks to [R-DEV]Adriaan for the sig!
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Battlepudel
- Posts: 235
- Joined: 2007-05-24 21:40
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JohnnyPissoff
- Posts: 1358
- Joined: 2006-07-26 14:06
Sorry Sir no free samples. If you want to try it, you buy it...and no refunds all sales are final.apophis3d wrote: and if this mod does indeed support this I am sold and will be downloading it right away.
Actually, DoD has tripod deployment, and that game, as fun as it is to play and all, is nothing more than a arcade style death match. So i really can't see why tripod deployment is your sole criteria for taking the time to load PR and giving it a trial run.
If your seeking a more realistic game, and I'm assuming you are, there are a few what I consider more important factors to determine it's worth in regards to being a realism mod such as; "wound bleed" much like DoD had back when it was a HL mod and considered a realism mod.
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JohnnyPissoff
- Posts: 1358
- Joined: 2006-07-26 14:06
Animations are tricky. In some cases during an animation your character's hit box remains in the last position before the animation sequence begins. Like for example; prone/tripod deployment your character (although invisible) might end up standing upright till the animation completes its sequence. So even though it appears your going through the actual event (the visual animation), a bullet finds and hits you where you last were.
There was and probably still is an infamous crouch/fire animation bug for BF42 where a player could get a hit on a seemingly crouched enemy by firing above his head because the crouched players hit box was actually still standing for a few seconds during and after the animation sequence.
There was and probably still is an infamous crouch/fire animation bug for BF42 where a player could get a hit on a seemingly crouched enemy by firing above his head because the crouched players hit box was actually still standing for a few seconds during and after the animation sequence.
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JohnnyPissoff
- Posts: 1358
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Rambo Hunter
- Posts: 1899
- Joined: 2006-12-22 18:40
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Outlawz7
- Retired PR Developer
- Posts: 17261
- Joined: 2007-02-17 14:59
Yeah, did...explains, why I had to empty a whole clip into one guy in vBF2, then again I fired two single shots and got a kill...and the L85A1 unlock, sometimes I couldnt shoot anything, then I get a single bullet headshot...JohnnyPissoff wrote:Definitely, did you see the BF2 video someone posted on YouTube demonstrating in slow motion where you actually have to place your shot behind not ahead of a running player to strike a hit?....hahahahah....man that takes a hell of a bite outta realism.

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Rhino
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
yes this is the only way we can do it, but it has some major flaws like it would mean you basicly get a 2nd weapon, with a 2nd load of ammo, so you could fire off your first SAW too the max of its mag, then just switch to the 2nd SAW without reloading and fire that one off till it was out, then reload both of them. + you would not be able to "deploy" the bi-pod on a wall etc like you can in real life. The best thing we can do is just leave it as it is right now.Rambo Hunter wrote:you could add another weapon to the #4 slot or whatever as an M249 (bipod) mode with no recoil, but restricted to prone-only firing.
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Vicktor Vauhn
- Posts: 118
- Joined: 2007-01-03 10:14
Yeah but the L85 in vBF just kinda has **** accurracy...and the deviation is terrible with anything more then 2-3 bullets. If you just kinda fire forward and at the ground and watch where the bullets hit if you fire in auto they go EVERYWHERE.Outlawz wrote:Yeah, did...explains, why I had to empty a whole clip into one guy in vBF2, then again I fired two single shots and got a kill...and the L85A1 unlock, sometimes I couldnt shoot anything, then I get a single bullet headshot...
is a nice little scope though.




