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Posted: 2008-03-05 03:39
by nedlands1
zangoo wrote:how could a tracer drop more then another round, it is just a effect on the bullet.
No idea. It is easy to see if you take away random deviation and recoil. I just tested tracers in 3P with a recorded demo and the rounds from my pre-zeroed M16A4 w/ ACOG go about 25m to the left at 500m. Not too sure about the 3P drop though.
Posted: 2008-03-05 09:48
by Mosquill
[R-CON]nedlands1 wrote:No idea. It is easy to see if you take away random deviation and recoil. I just tested tracers in 3P with a recorded demo and the rounds from my pre-zeroed M16A4 w/ ACOG go about 25m to the left at 500m. Not too sure about the 3P drop though.
So, tracers in demo go in different direction? Is that what you're saying? Maybe sv.demoQuality has something to do with it?
Jonny, I think the easiest way to zero the guns is to modify some of the 1p animations. But since we're low on animators, I'm gonna try to do it myself.
Posted: 2008-03-05 12:20
by Mosquill
Ok, so I've figured out how animations work, and now I can modify them in any way I like. For example I can lower the weapon, or raise the player camera, or do both. So the guns may be zeroed this way.
Posted: 2008-03-05 13:17
by Shotgun
ummm Ned your scaring me... ALOT
Posted: 2008-03-05 14:07
by zangoo
well that means that the issue is that the tracers are coming out of the gun and not the center of your screen, so it would have the same issue as me and the way i tried to zero the guns.
i am going to do some testing with cas to make sure of this.
Posted: 2008-03-05 14:30
by Mosquill
zangoo wrote:well that means that the issue is that the tracers are coming out of the gun and not the center of your screen, so it would have the same issue as me and the way i tried to zero the guns.
There would be no such problem, if guns are zeroed via animation.
Posted: 2008-03-05 16:44
by Psyko
Dont know if this is a stupid suggestion.
What if you use a black modified version of the Helicopter hud as cross hairs? where the user can move it around to tweak the sights and zero them on the spot.
can that be done?
Posted: 2008-03-05 20:13
by Vaiski
Type 95 assault rifle can be edited for sure.
Dragunov, M82 and M14 might be editable but I’m not 100% sure... and I can’t check them on this computer.
Posted: 2008-03-05 20:54
by Psyko
"Yes, all DM/Sniper rifles have had their accuracy/deviation fixed."
this thread makes it sound like its still being fixed.
Posted: 2008-03-05 21:40
by Mosquill
Ok, I'm a little confused. Isn't this:

is what you want? That is called zeroing right? Because I already can do that (without changing fireInCameraDof to 0). So Jonny, if you want my help let me know, ok?
[R-DEV]Vaiski wrote:Type 95 assault rifle can be edited for sure.
Dragunov, M82 and M14 might be editable but I’m not 100% sure... and I can’t check them on this computer.
Dragunov and mk82 can't be edited. M24, m40a3, g3, m16, l85 also can't be edited (aswell as 80% of other scoped rifles).
Posted: 2008-03-05 22:06
by VipersGhost
Mosquill wrote:Ok, I'm a little confused. Isn't this:

is what you want? That is called zeroing right? Because I already can do that (without changing fireInCameraDof to 0). So Jonny, if you want my help let me know, ok?
Dragunov and mk82 can't be edited. M24, m40a3, g3, m16, l85 also can't be edited (aswell as 80% of other scoped rifles).
If I'm not mistaken what we want is the bullet to leave the gun at a slight, pre-determined upward angle from the
flat world, rise slightly (due to the upward angle), then fall (due to gravity/drag) and strike its target precisely where where you are aiming at 300m's out. Assuming it's zero'd at 300m's.
Posted: 2008-03-05 22:15
by M.0.D
yeah that is what they are planning to do viper but this doesn't answer Mosquills question - and iirc that is exactly what they want Mosquill

looks good so far
( mosquill edited the sight in a way, that the it points below the line the bullet exits the barrel. And that is how you zero a weapon .. you set the sight just as far enough below the line of the bullet, that the bullet drops on the line of sight at the distance you want it zeroed )
Posted: 2008-03-05 22:59
by Mosquill
Jonny wrote:Can you change the angle almost exactly? to 3sf accuracy? does the zoom level have no noticeable effect? If so I am VERY VERY VERY VERY VERY VERY VERY interested.
VERY.
Not sure what 'does the zoom level have no noticeable effect?' means, but yes I can move/rotate the sights and camera position in less then 1px accuracy, anything lower then that does not matter. I can even raise the optics position, so that bullets would come out few centimeters below the sights (already tryed that and it works).
Posted: 2008-03-06 04:01
by Jaymz
Mosquill wrote:Not sure what 'does the zoom level have no noticeable effect?' means, but yes I can move/rotate the sights and camera position in less then 1px accuracy, anything lower then that does not matter. I can even raise the optics position, so that bullets would come out few centimeters below the sights (already tryed that and it works).
EM...how do you plan on doing this?
PM me if you don't feel like posting it up here.
Posted: 2008-03-06 14:17
by Mosquill
[R-DEV]Jaymz wrote:EM...how do you plan on doing this?
By editing the animations (just as I said few posts earlier). If you move the camera bone, bullets don't change their starting direction or position (no matter what fireInCameraDof is).
Posted: 2008-03-06 18:05
by Mosquill
Jonny wrote:Ok, open the Druganov and set the sight to 132mm above the barrel, 0.395 degrees above horizontal, muzzle velocity to 830, mass of round to 0.091 and gravity modifier to 0.666. Then it should be zeroed to 600m
Roger.
Umhh.. you mean
-0.395 degrees right?