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Re: Weapon sway in FH2
Posted: 2009-09-21 16:33
by gazzthompson
sakils2 wrote:I just heared it here gazz.
i realize, and this is the first time its been said (IIRC) with numerous threads about it. bit strange its only coming to light now with years of bf2 modding? if it where remotely possible surely alot of mods, including this one, would of jumped on it ages ago?
Re: Weapon sway in FH2
Posted: 2009-09-21 16:48
by sakils2
gazzthompson wrote:i realize, and this is the first time its been said (IIRC) with numerous threads about it. bit strange its only coming to light now with years of bf2 modding? if it where remotely possible surely alot of mods, including this one, would of jumped on it ages ago?
Bicycle was not invented when Homo Sapiens just evolved. Point is, maybe coders discovered this code just recently.
In my opinion, weapon sway would be more suitable for PR since it is more realistic then deviation.
Re: Weapon sway in FH2
Posted: 2009-09-21 19:26
by Aquiller
Frakk weapon sway! Do we need it?
Re: Weapon sway in FH2
Posted: 2009-09-21 19:34
by gazzthompson
yes, we do.
Re: Weapon sway in FH2
Posted: 2009-09-21 20:04
by McBumLuv
Weapon Sway + Ballistics = good bye deviation
God, that would just make PR the very best of the best when it would come to infantry.
I am interested in this offset code...
Re: Weapon sway in FH2
Posted: 2009-09-21 21:02
by rampo
I think this is a re-suggestion...
Re: Weapon sway in FH2
Posted: 2009-09-21 21:09
by gazzthompson
its not a suggestion.
Re: Weapon sway in FH2
Posted: 2009-09-22 09:07
by bearking19
Really hope this one is something new and a chance of implementing it. I would really like to do away with deviations and see weapon sway. You finally get to hit what you aim at and not hit if you're lucky and have waited long enough before shooting.
Re: Weapon sway in FH2
Posted: 2009-09-22 09:44
by Truism
This is an exciting prospect indeed.
Re: Weapon sway in FH2
Posted: 2009-09-22 11:48
by Ts4EVER
About the blurred out scope: PR can't use that, because you need the shaders for TV equimpment in Helis or something. That stuff didn't exist 65 years ago, so the FH devs were free to use it for this "depth of field" workaround.
Re: Weapon sway in FH2
Posted: 2009-09-30 22:22
by Jaymz
McLuv wrote:Weapon Sway
(dictated by stamina/transitions) +
Ballistics +
Fixed Turning Speeds +
Realistic Stance Transition +
Free-aim +
Weapon Collision = good bye deviation
God, that would just make PR the very best of the best when it would come to infantry.
I am interested in this offset code...
Fixed it

Re: Weapon sway in FH2
Posted: 2009-09-30 22:29
by McBumLuv
[R-DEV]Jaymz wrote:Fixed it
Ok, but I"m sure an appropriate animation could probably solve at least half of those. For the rest, well, get to work on PR2

Re: Weapon sway in FH2
Posted: 2009-11-19 17:57
by maarit
i liked no matter what.that kind of sway should be calculated to the pr`s deviation times.
i think that some new players who start to play this are amazed when they aim straight to the enemy but not hit.
Re: Weapon sway in FH2
Posted: 2009-11-19 23:55
by Hunt3r
Yeah a wobble that slowly straightens out would be both helpful and help players behave more realistically. Less shooting when you don't have a straight shot.
Re: Weapon sway in FH2
Posted: 2009-11-20 01:09
by BloodBane611
Serious necromania around here today.
It would be nice if it works. But if it worked, you'd see something about it in the dev journals.
Re: Weapon sway in FH2
Posted: 2009-11-23 19:14
by Sneak Attack
didnt the huge anti tank rifle (ptrs or ptrd or someting )in 1942 FH have sway that actually worked?