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Posted: 2008-02-27 19:22
by Smegburt_funkledink
[R-CON]nedlands1 wrote:Thanks for your support. What I envisage is weapon zeroing, a to scale ACOG with a working BDC, the possibility of selecting multiple apertures on adjustable rear sights (eg setting "1" for 100m zero, "2" for 200m zero, "3" for 300m zero and "4" for 400m zero in the case of the G3A3 w/ iron sights) and more noticeable drop and lead times at range.

Selectable apertures could be done by "maglinking" each individual setting. It will need free weapon slots at the very least and animations for twiddling the knobs. New textures for each setting would be cool too (eg "1", "2", "3" etc).
Getting the bullets to behave like bullets would be the main thing, why ask for more? Adjustable sights, that'd be freaking awesome!
Don't get us all excited, you guys make it sound like all of this is possible. I only wish I could animate/code/map or whatever to help you chaps 'cause I love designing and never got past the second dimention when it came to making computer games.

Posted: 2008-02-27 23:03
by zangoo
i need to use ObjectTemplate.fire.projectileStartRotation 0/0/0 to fire the bullet out backwards so the engine will slow it down instead of speed it up.

edit:is it possible to add the SeekClosestTargetComp and DefaultFollowComp to a simpleobject?

Posted: 2008-02-28 17:02
by Mosquill
zangoo wrote:i need to use ObjectTemplate.fire.projectileStartRotation 0/0/0 to fire the bullet out backwards so the engine will slow it down instead of speed it up.

edit:is it possible to add the SeekClosestTargetComp and DefaultFollowComp to a simpleobject?
Where have you found that 'ObjectTemplate.fire.projectileStartRotation' ?
Are you sure there is such a command? I know there's projectileStartPosition, but I've never seen Rotation.

Posted: 2008-02-28 23:26
by zangoo
it is used on the slams

Posted: 2008-02-29 17:15
by KP
Will it be possible to have working mil-dots, i.e. at X distance, you have to aim Y dots above the target, like IRL?

And you guys are doing great work! :D

Posted: 2008-03-01 06:47
by nedlands1
KP wrote:Will it be possible to have working mil-dots, i.e. at X distance, you have to aim Y dots above the target, like IRL?

And you guys are doing great work! :D
Yep, [R-CON]chuc and I are trying to get our hands on the ACOG textures so we can make the bullet drop compensator on it work properly. Currently the FOV is correct (7 degrees) along with the zoom (4x). Problem is the reticle has been doubled in size. Also the distance between the horizontal lines is off and will need to be tweaked. On top of that, the numbers "4" and "6" need to be placed beside the appropriate lines.

Posted: 2008-03-01 14:10
by KP
You have no idea how happy this makes me! :D

Posted: 2008-03-02 00:54
by RCMoonPie
Just dropping in to say "hello"...
since I've retired from physics! :D

Posted: 2008-03-02 05:03
by zangoo
from the tests i have done ObjectTemplate.fire.projectileStartRotation 0/0/0 works fine. also does anyone know anything about the drag that bf2 uses, like what does the value mean?

Posted: 2008-03-02 14:15
by BloodBane611
For the record, you guys are hawt. <-- by which i mean this is going to be awesome.

Posted: 2008-03-02 16:32
by zangoo
jonny come on do you really think i would do a test like that? it makes the projectile come out of gun sideways, i messed around with it on lat, it fired the projectile out at the angle that was put in, but it only works on thrownfirecomp.

Posted: 2008-03-02 17:19
by zangoo
seemed to be just normal degrees.