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Posted: 2008-03-12 02:16
by Tef
Now that is agreeable.
Posted: 2008-03-12 03:27
by SnipingCoward
maybe they can make the immense stamina loss be triggered only when the dolphin-dive/roll-dive animation was triggered?
Posted: 2008-03-12 10:36
by Masaq
Well, I did search but didn't come up with anything so I defend that one
Will merge the topics though.
Johnny - those values you posted seem to relate to movement rather than character's position?
Posted: 2008-03-12 17:21
by Masaq
Wanna talk to me about how using that variable would bring about the outcome we're looking for?
Posted: 2008-03-12 17:43
by Masaq
Would it discriminate between walking and crouched walking? That'd be pretty useful.
Also, it wouldn't create the additional bonus of helping limit prone-diving by using the: "going prone -> reduces stamina -> temporarily reduces accuracy" benefit, but by the sound of it that's not possible at all?
Posted: 2008-03-13 01:38
by nedlands1
Jonny is right when he says, "there is no way to discriminate between walking and running". The time you move for and whether it is a strafe movement or forwards/backwards movement is how the deviation is determined. Having said that, there is something that can be done. There is a zoom modifier for deviation. Currently it is set at "1" which means looking down you sights is as accurate as not looking down them. If this value was set to something low(X) and the base deviation was increased, then moving with the sights up would be far more effective as the deviation added due to moving would be X times less. I believe that moving with the sights up would be more effective than moving then bringing the sights up to shoot.
Posted: 2008-03-13 15:20
by Masaq
Interesting thought... how easy would be it be to plumb a couple of values into this and try it out?
Posted: 2008-03-13 16:11
by nedlands1
[R-MOD]Masaq wrote:Interesting thought... how easy would be it be to plumb a couple of values into this and try it out?
Fairly simple. Clone the PR mod folder (located here: C
:\Program Files\EA GAMES\Battlefield 2\mods, rename and create a shortcut of to it. Open up "
C:\Program Files\EA GAMES\Battlefield 2\mods\[YOUR MOD'S NAME]\objects\objects_server.zip\Weapons\Handheld". Look for a weapon you wish to modify. Open the .tweak file. Find this line, "rem ---BeginComp:SoldierDeviationComp ---" and change the "ObjectTemplate.deviation..." values below it. Save your changes in the the archive and trial it. I'm pretty sure the general formula for random deviation is as follows.
Random Deviation = [{Base Deviation (
minDev)+ Other Deviation (
turnDev, speedDev and miscDev)} * Stance (
devModStand, devModCrouch or devModLie) + Additional Shots (
fireDev)] * Zoom Modifier (
devModZoom)
Jonny would tell you that the measurements are in "BF2 degrees" which are equivalent to two normal degrees. I'd say that it is in normal degrees, but measured differently (instead of the whole arc it is just from the centre to an outer point). The reason I say this is because with other measurements, conventional degrees are used (eg the orientation of objects). Either way you think about it, it works. An example:
Code: Select all
ObjectTemplate.deviation.minDev 90
ObjectTemplate.deviation.setFireDev 0 0 0
ObjectTemplate.deviation.setTurnDev 0 0 0 0
ObjectTemplate.deviation.setSpeedDev 0 0 0 0
ObjectTemplate.deviation.setMiscDev 0 0 0
ObjectTemplate.deviation.devModStand 1
ObjectTemplate.deviation.devModCrouch 0.5
ObjectTemplate.deviation.devModLie 0.25
ObjectTemplate.deviation.devModZoom 1
That should give you rounds which fall within a 180 arc when standing, a 90 degree arc when crouched and a 45 degree arc when prone. Another example:
Code: Select all
ObjectTemplate.deviation.minDev 5
ObjectTemplate.deviation.setFireDev 0 0 0
ObjectTemplate.deviation.setTurnDev 0 0 0 0
ObjectTemplate.deviation.setSpeedDev 0 0 0 0
ObjectTemplate.deviation.setMiscDev 0 0 0
ObjectTemplate.deviation.devModStand 1
ObjectTemplate.deviation.devModCrouch 1
ObjectTemplate.deviation.devModLie 1
ObjectTemplate.deviation.devModZoom 1
With that the rounds should fall within a 10 degree arc. Use the compass to shoot at an object which subtends an angle of 10 degrees and see for yourself.
Re: Stamina-related accuracy
Posted: 2009-10-22 11:17
by maarit
i did search and i found this.
is this even possible,link the stamina bar to the accuracy?
the positive sides about this would be regrouping to the squadleader.
i mean when your squad is running place called "x".
your squadmembers staminas is low and accuracy is gone.
squadleader has to command other to: "regroup","do not engage the enemy".
and sorry if this suggestion is imbossible and sorry that i upped this old thread.
but i like the idea.
Re: Stamina-related accuracy
Posted: 2009-10-22 11:53
by Jaymz
You can't link actual stamina, but you can link the amount of movement (which is already done).
..and for the love of god....

Re: Stamina-related accuracy
Posted: 2009-10-22 12:52
by maarit
ok.but is deviation calculated somehow to the stamina?
i mean,if staminabar is full/empty is there difference how much i have to wait to shoot correctly?
or is it always 5 seconds?
i watched in youtube some video and there was some guy shooting with almost empty staminabar,one shot and kill.
and sorry again

ops:
edit:
http://www.youtube.com/watch?v=fwZ1rUFZF5E
in that video in the end.he is so exhausted that he just barely can sprint but he still makes perfect shot.
so i think it doesnt matter how much you have stamina,just wait needed time and get perfect shot.
examble in mestiamap,theres a group who move slowly,aware about enemy,crouch,sometimes maybe little running...
then comes enemygroup running all the way from muttrahcity,staminas low,they just aim,wait sametime like crouching team and,gets a perfectshot.
maybe im wrong.
Re: Stamina-related accuracy
Posted: 2009-10-22 13:19
by Sniperdog
IF this is possible at all it would likely be done with either python or the Project Reality Executable. I was talking with Mosquil the other day and he mentioned that a lot of things that may seem hardcoded involving variables can actually be done with a custom executable running parallel to BF2.exe. Just my 2 cents >.> I would like to here DB's take on this.
Re: Stamina-related accuracy
Posted: 2009-10-22 13:28
by Jaymz
Deviation calculations through python? I don't think that would work. I'd like to hear db's thoughts on that as well.
Re: Stamina-related accuracy
Posted: 2009-10-22 13:31
by hiberNative
i don't like it.
i have to jump too much since pr doesn't allow me to slide over small, waist high objects and sometimes even small steps. i don't want accuracy penalties for just traversing 2 small objects in front of me.
edit: and i can't believe some of you want to restrict the game even more.
Re: Stamina-related accuracy
Posted: 2009-10-22 13:52
by BogusBoo
I really really really really really really..............................................Like it
Re: Stamina-related accuracy
Posted: 2009-10-22 20:46
by spawncaptain
[R-DEV]Jaymz wrote:You can't link actual stamina, but you can link the amount of movement (which is already done).
I've never seen a dev post that before.

Are you sure that moving a bit in order to get a better view increases your deviation less than walking for half an hour?
My personal experience as a PR player is that both actions increase deviation by the same amount.
Or did you refer to a WIP?
Re: Stamina-related accuracy
Posted: 2009-10-22 22:40
by Jaymz
spawncaptain wrote:I've never seen a dev post that before.

Are you sure that moving a bit in order to get a better view increases your deviation less than walking for half an hour?
My personal experience as a PR player is that both actions increase deviation by the same amount.
Or did you refer to a WIP?
I'm working on a system for 0.9 that will allow small corrections/movements to me made without affecting your deviation as much as it does now. It will be like...
- Moving for 1 seconds = 1 seconds until maximum accuracy
- Moving for 2 seconds = 2 seconds until maximum accuracy
- Moving for 3 seconds = 3 seconds until maximum accuracy
- Moving for 4 seconds = 4 seconds until maximum accuracy
- Moving for 5 seconds = 5 seconds until maximum accuracy (this is the max, you never have to wait longer than 5 seconds)
- Moving for 6 seconds = 5 seconds until maximum accuracy
- Moving for 7 seconds = 5 seconds until maximum accuracy
- etc etc etc
I might not be exactly like that, but similar.