Realistic ballistics & zeroing rifles

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ReadMenace
Posts: 2567
Joined: 2007-01-16 20:05

Post by ReadMenace »

zangoo wrote:could the fact that the 5.56x45mm goes 140m/sec faster hav anything to do with the bullet drop...
I didn't include this as I assumed it to be common knowledge...
:roll:

-REad
Mosquill
Retired PR Developer
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Joined: 2007-08-12 10:13

Post by Mosquill »

zangoo wrote:there is nothing in the code to make the projectile come out of the barrel, it does not matter if you are the guy firing the gun or the guy standing 100m away, the barrel right now is just a model nothing more.
'Just a model'? Have you bothered looking at the code? The barrel has all 3 firearms attached to it. And as I said before, the gunner sees tracers coming out of his screen, while everyone else see it coming out of the barrel. To prove you that tracers do come out of the barrel, I'll quote the BF2 Object Editor Help:
BF2 Object Editor Help wrote:TracerConvergenceDistance - At what distance the tracers (which start from the gunbarrel) and the projectile, which start from the camera, converges. Only relevan if FireInCameraDof is checked.
But it's not like: projectile from camera, tracer from barrel. More like: from camera for shooter, from barrel for everybody else.



Oh and I'm not 100% sure about all that :D
zangoo
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Post by zangoo »

ok so there is another tracer, but not another projectile, so i was wrong but not 100% wrong.
zangoo
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Post by zangoo »

yha jonny did you test with some one else, it works great for 1p, looks great and everything, but the bullet will take a diffrent path for 3p. i am also wondering if it would be possible to edit the barrel roation using python, that way the player could change the distance the gun is zeroed.
VipersGhost
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Joined: 2007-03-27 18:34

Post by VipersGhost »

I really hope 100% we could get this worked into the patch. It'd be WELL worth the wait.
All you twats starting said threads "WTFBBQSAUCE 0.7 BLOWS" - R-Dev Jaymz
zangoo
Posts: 978
Joined: 2007-09-01 03:42

Post by zangoo »

i need someone to look at the animation for the m40a3. tell me if the 1p and 3p animations have the weapon in the same postion and rotation.
Mosquill
Retired PR Developer
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Joined: 2007-08-12 10:13

Post by Mosquill »

Jonny wrote:I want to know what the effect of '.usedummyprojectiles 1' is, I think that may have something to do with it.
CommandDescripions.xls wrote: ObjectTemplate.UseDummyProjectiles - Check this one to get a visible projectile dummy. Like a bomb hanging under a plane.
You really need that file, want me to e-mail it to you? no?
Zangoo wrote:i need someone to look at the animation for the m40a3. tell me if the 1p and 3p animations have the weapon in the same postion and rotation.
I'm 90% sure that all weapons have differnt 1p/3p animation, but I'll take a look at it just in case.
nedlands1
Posts: 1467
Joined: 2006-05-28 09:50

Post by nedlands1 »

zangoo wrote:yha jonny did you test with some one else, it works great for 1p, looks great and everything, but the bullet will take a diffrent path for 3p. i am also wondering if it would be possible to edit the barrel roation using python, that way the player could change the distance the gun is zeroed.
Another problem - shooting over close obstacles. With the barrel lowered, shots that look like they will clear (from a 1P and a 3P perspective) won't if the model just clears the object. I suspect the same thing could happen when shooting from a high position when prone.
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nedlands1
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Post by nedlands1 »

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zangoo
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Post by zangoo »

how do animations work, if we were to copy the 3p animation into the 1p animation what would happen? does it just tell the engine where to move parts of the weapon/player. if it does that then if we were to copy then amimation over from 3p to 1p the only thing diffrent would be the camera position. note i have no idea how animations work at all.
zangoo
Posts: 978
Joined: 2007-09-01 03:42

Post by zangoo »

yha i am just trying to think of a diffrent way of making this work instead of redoing every animation for every gun.
zangoo
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Joined: 2007-09-01 03:42

Post by zangoo »

well i think the only animations that would need to be changed are any animation that the player is shooting, so walking, crouch, prone, ect. it is alot of work but if it is as simple as copy and paste then that is great, but i dont think anything on this engine would be that easy.
zangoo
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Joined: 2007-09-01 03:42

Post by zangoo »

ok so i would like to suggest that the the damage for the 7.62x51 be changed for snipers, right now the m40a3 does 80 damage, it shoots the 7.62x51 round at 777m/sec, the g3a3 shoots the same round at 800m/sec and only does 50 damage. i am suggesting that the g3a3 round be increased to 80 damage or the sniper round decreased to 50.

it could also be done so ever weapon does diffrent damage depending on how fast it shoots the round, jonny has done this and i think that it would be best if pr is aiming to having a more real bullet damage model.
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