Ironsight vs Optic Balance

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nedlands1
Posts: 1467
Joined: 2006-05-28 09:50

Re: Ironsight vs Optic Balance

Post by nedlands1 »

If you want different shouldering speeds you are going to need new animations to make it look fluid and so the player brings the right part of the weapon to the eye (eg. the ironsights are currently brought up to eye level with the M16A4 with ACOG).

Mongol, are you suggesting incorporating a range finder into all zeroed weapons? :shock:
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Drav
Retired PR Developer
Posts: 2144
Joined: 2007-12-14 16:13

Re: Ironsight vs Optic Balance

Post by Drav »

to be honest I think the whole ironsight system is due an overhaul. Someone posted some video of modified 3d sights they were working on, and they looked a whole lot better than what we have at present. The reason ironsights work well up close is you can look over the sights and get good SA still. My only experience is with SUSAT, but having to look through it and around is quite difficult, and essentially it gets in the way. Its partly represented ingame at the mo, but I think proper 3d ironsights will help a lot more with this.

As for the reduced deviation for walking while aiming (for non scoped weapons), I think that is a brilliant idea. It is pretty difficult to look through a scope and move at the same time, even with both eyes open, whereas it is relatively easy with iron sights.
Mosquill
Retired PR Developer
Posts: 857
Joined: 2007-08-12 10:13

Re: Ironsight vs Optic Balance

Post by Mosquill »

[R-CON]nedlands1 wrote:If you want different shouldering speeds you are going to need new animations to make it look fluid and so the player brings the right part of the weapon to the eye
Actually I'm already working on it. It's all a part of 3d sights project. You see, in order to make 3d sights look natural I have to slow down the zoom-in animation. But I can't slow down the iron sights without slowing down the scopes, or it will be too unbalanced.
DeltaFart
Posts: 2409
Joined: 2008-02-12 20:36

Re: Ironsight vs Optic Balance

Post by DeltaFart »

mosquil, how did you make the 3d sights? Did you just remove the sight parts of the model? Just what I'm thinking it is from plaiyng with 3DS
Mosquill
Retired PR Developer
Posts: 857
Joined: 2007-08-12 10:13

Re: Ironsight vs Optic Balance

Post by Mosquill »

DeltaFart wrote:mosquil, how did you make the 3d sights? Did you just remove the sight parts of the model? Just what I'm thinking it is from plaiyng with 3DS
No, modifying Dice's models and then using them in a public mod is illegal afaik. I changed zoom-in animation and modified the tweak. The sights part can be removed with ObjectTemplate.zoom.zoomLod 0
DeltaFart
Posts: 2409
Joined: 2008-02-12 20:36

Re: Ironsight vs Optic Balance

Post by DeltaFart »

oh ok, just telling the game not to show that model.
and I didn't know about the first part
Woops there goes my AK101 mag replacement project (why didn't I remember that tidbit?)
PFunk
Posts: 1072
Joined: 2008-03-31 00:09

Re: Ironsight vs Optic Balance

Post by PFunk »

[R-CON]Mosquill wrote:No, modifying Dice's models and then using them in a public mod is illegal afaik.
That makes no sense. How is that limit even established? Why isn't just modifying the game engine in general illegal too?

I have an emoticon that I save for special occasions. This is one of them.

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[PR]NATO|P*Funk
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Mosquill
Retired PR Developer
Posts: 857
Joined: 2007-08-12 10:13

Re: Ironsight vs Optic Balance

Post by Mosquill »

PFunk wrote:That makes no sense. How is that limit even established? Why isn't just modifying the game engine in general illegal too?

I have an emoticon that I save for special occasions. This is one of them.

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Doesn't make sense for me either, if we were allowed to modify the meshes we would change/improve so many things. But people say it's illegal.
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