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Posted: 2007-12-28 12:14
by Nickbond592
Its probably a few of the DEV pet hates aswell

Posted: 2007-12-28 16:13
by zangoo
guys there is already something that is really close to pitch stabilization, first go get the kashan traning map, hop into a brit apc, drive over some bumps, watch the camera, then go hop into the us aav, driver around. you should see some thing that looks like pitch stabilization.

Posted: 2007-12-28 16:27
by BLUFOR-73
reposting this as i dont want it to be overlooked:

is it possible to manipulate a players viewing angle in the bf2 engine? if so it might be possible if you made the turret shoot a trace that outputs the map coordinates where it hits and then rotate the player view around it similar to the camera mode in vbf2 where you do a fly-by, the camera tracks the vehicle. that is until you move the aim yourself with the mouse and it locks a new point on the map.. idk if this is possible just trying to find a logical solution to this.

im sure it should be possible to call the camera tracking feature and use it in some way. any devs willing to answer?

Posted: 2007-12-28 16:35
by Gyberg
As others have pointed out, the APCs and AAVs have this.... or something similar, isn't it possible to move the code?

Posted: 2007-12-28 16:43
by Soulja
Tanks do have a stabilization to them, it just doesn't show at long range on rough terrain. Drive a BF2 tank and shoot while firing then open up FH1 for 1942 and try, there's already stabilization, last thing we need is tanks with aimbots.

Posted: 2007-12-28 17:01
by daranz
BLUFOR-73 wrote:reposting this as i dont want it to be overlooked:

is it possible to manipulate a players viewing angle in the bf2 engine? if so it might be possible if you made the turret shoot a trace that outputs the map coordinates where it hits and then rotate the player view around it similar to the camera mode in vbf2 where you do a fly-by, the camera tracks the vehicle. that is until you move the aim yourself with the mouse and it locks a new point on the map.. idk if this is possible just trying to find a logical solution to this.

im sure it should be possible to call the camera tracking feature and use it in some way. any devs willing to answer?
What the hell do you think this is? Source? Unreal Engine? Cryengine?

Posted: 2007-12-28 17:23
by zangoo
yes it is possible to move, here is the code that controlls this thing

ObjectTemplate.regulatePitch -0.05/0.5

not sure what the numbers do, i would have to mess around with it to find out, cas(caboose) has been messing around with it so he would know more.

Posted: 2007-12-28 18:00
by markonymous
daranz wrote:What the hell do you think this is? Source? Unreal Engine? Cryengine?
1/ source engine SUCKS!!!!!!!!!!
2/cryengine sucks because it doesnt alloe for teamplay.
3/unreal engine is just bad.

Posted: 2007-12-28 18:02
by Soulja
markonymous wrote:1/ source engine SUCKS!!!!!!!!!!
The Source engine is amazing. It is capable of so frickin much.

Posted: 2007-12-28 18:19
by markonymous
so why dont the DEVs increase the effectiveness of that? there has to be more to it.

Posted: 2007-12-28 19:52
by system
Soulja wrote:Doesn't the M1A1 in vBF2 have some stabilization to the gun? Seems like it anyway.
Nay.

Posted: 2007-12-28 23:59
by markonymous
how about we get a DEV to answer? you seem to be staying out of this or something.

Posted: 2007-12-29 01:01
by 101 bassdrive
good luck on this one markonymous: as soon as the word hack is written evrything thereafter will be ignored, with that the explanation.
I know what you mean, I had the same idea and the thread got locked after 2 flame replies.
what you ask/suggest is to implement codelines into PR that are similar to ones found in hacks, aimbots.
but instead of letting it lock on to enemies you want it to lock on to certain coordinates of the map, which are its xyz-axis values. the gun would then rest on these, making it possible for the gunner to stay on target even if the tank or helo moves and rests on these values untill you adjust your aim to a new xyz value or shut this "mode" off.
no real aimbot, just a lockbot.. but based on aimbot code, fixed to work with punkbuster.
I dont see the problem since it would be legal "hacking" for well even realism I suppose
and just to clarify, if youd mess with that code to automatically lock on to enemy heads or something youd be a nasty disgracefull hacker, which I believe noone on this forum is, and punkbuster would get him.
btw: when was the last time anybody of you encountered or suspected somebody of hacking in PR? IMO PR is the fairest multiplayer FPS there is..

Posted: 2007-12-29 02:58
by zangoo
guys there is no need for the aim bot, as cas has said there is pitch stabilization so all that is needed is moving it from one vehicle to another.

Posted: 2007-12-29 03:28
by nedlands1
So what does this "pitch stabilisation" do? Does it aim the barrel at the original point, regardless of the change in angle or position of the vehicle. Alternatively does it just take into account the change in angle?

Posted: 2007-12-29 04:08
by zangoo
works great for the aav, can drive full speed and hit a big rock 700m away. if someone messed around with the 2 numbers you could make it work even better.