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Re: Mosquill has done it again

Posted: 2010-04-08 18:17
by Katarn
ChizNizzle wrote:PR Team, with all the respect, but you got owned on the backup ironsights so seriously it isnt even funny...

I once thought of buying ArmA2, those times are so gone now :D

Mosquill you are the king, please dont get a life ˘.˘
He is currently part of the PR team and was in the past...

Re: Mosquill has done it again

Posted: 2010-04-08 18:20
by Arnoldio
I know that, but he didnt claim that backup ironsight arent possible, the rest of the team did afaik.

With Mosquill, everything is possible.

Re: Mosquill has done it again

Posted: 2010-04-08 18:30
by OkitaMakoto
I can't tell you the number of times people have mistaken "already suggested" responses from DEVs and Moderators to somehow always imply "Hardcoded."

Locked because something is considered hardcoded and locked because its always suggested aren't one and the same. And sometimes it snowballs into that after having so many threads locked on the topic [fastropes] moderators and DEVs just say "its not possible, stop suggesting it". Sure, fastropes may very well be possible, in fact they probably are. But its gonna take one hell of a workaround. Its like in real life, theres no black and white but shades of gray... most things we have come to accept as "hardcoded" are probably just matters of coding our coders dont have time to work through, or simply havent thought of another[specific and labor intensive] way to do it. Or simply have something thats more pressing.

So when people say "Its not possible" it doesnt mean its written in stone ;) [and, of course, be happy about that fact that there's always still hope, as seen here by Mosquills work]

Re: Mosquill has done it again

Posted: 2010-04-09 12:11
by Hjid
The smooth weapon switching animations are just groundbreaking :D
It makes you think why DICE didn't already make it for BF2.
I know that you can change weapon animations using the HUD, but it seems like you have managed to add it to the weapon select buttons too.

The 3rd commorose is also a great addition, so you won't have it replacing the Q- and T-Commorose.
The only thing I'm wondering is what you used to make the 3rd HUD, the Score-, Squad- or Spawn-screen?

Re: Mosquill has done it again

Posted: 2010-04-09 12:35
by General Dragosh
Hjid wrote:The smooth weapon switching animations are just groundbreaking :D
It makes you think why DICE didn't already make it for BF2.
I know that you can change weapon animations using the HUD, but it seems like you have managed to add it to the weapon select buttons too.

The 3rd commorose is also a great addition, so you won't have it replacing the Q- and T-Commorose.
The only thing I'm wondering is what you used to make the 3rd HUD, the Score-, Squad- or Spawn-screen?
My guess would be F for some reason . . . maybe because i want it to be xD

Re: Mosquill has done it again

Posted: 2010-04-09 14:13
by Arnoldio
F is for switching weapons and im pretty sure nobody uses that so it would make sense...

Official song for Mosquill


Re: Mosquill has done it again

Posted: 2010-04-09 15:53
by velocity
why isn't Mosquil working for DICE ??

Re: Mosquill has done it again

Posted: 2010-04-09 15:55
by Mosquill
Hjid wrote: The only thing I'm wondering is what you used to make the 3rd HUD, the Score-, Squad- or Spawn-screen?
Score, squad, and spawn screens are all still there, just like everything else. The 3rd commo rose is on a separate key, and it doesn't interfere with any other menu.
General Dragosh wrote:My guess would be F for some reason . . . maybe because i want it to be xD
Like I said, it's on a separate key. You can set it to whatever key you want in the key configuration screen.

Re: Mosquill has done it again

Posted: 2010-04-09 16:30
by General Dragosh
velocity wrote:why isn't Mosquil working for DICE ??
Because they would limit his capabilities there, thats why ^_^

Re: Mosquill has done it again

Posted: 2010-04-10 11:07
by jerkzilla
neftaly wrote:Right mouse button - single-click: Look through scope
Right mouse button - hold: Use ironsights
Wouldn't it make more sense for it to be the other way around? You only use the ironsights in CQC where speed is what counts so it's more practical for the irons to be used with a single click.

But I don't really think the long click/short click is really needed now, what Mosquill's got in that video is massively awesome on it's own.

Re: Mosquill has done it again

Posted: 2010-04-10 12:43
by Tarantula
oh dear lord i just... errm.... very nice

Re: Mosquill has done it again

Posted: 2010-04-10 12:57
by 00SoldierofFortune00
So will these changes to the iron sights eventually make every player in PR have a scope/backup iron sights option? IMO, it really should because almost every person going to Iraq/Afganistan now has a scope on their weapons, so its much more realistic for everyone, including a medic or engineer to have a scope on their weapon. If this is implemented, there really is no point in having a seperate Iron Sight weapon anymore.

Re: Mosquill has done it again

Posted: 2010-04-10 15:12
by General Dragosh
[R-DEV]Mosquill wrote:Score, squad, and spawn screens are all still there, just like everything else. The 3rd commo rose is on a separate key, and it doesn't interfere with any other menu.

Like I said, it's on a separate key. You can set it to whatever key you want in the key configuration screen.
O godly Mosquill this human has a question your godlyhood xD

Something just came up my mind, is it possible to lets say retract or extend a stock with such an method ?

Re: Mosquill has done it again

Posted: 2010-04-10 22:53
by Soviet
A huge thank you to Mosquill for this, it looks absolutely fantastic and I'm definitely hoping that it makes it into the next release! Спасибі/Спасибо! :mrgreen:

Re: Mosquill has done it again

Posted: 2010-04-12 17:55
by LITOralis.nMd
I have to agree with those who do not want the deviation indicator, it takes some experience to understand when to shoot in PR now, it's a fundamental part of the Reality concpet of the mod.

However, if it is going to be added to the game, could it be placed directly below the crosshairs on the bottom of the screen so people do not have to lose visual alignment on two axises. Losing just vertical axis is recoverable, having to look down at a 45 degree or 42 degrees (or whatever it is for widescreens, is going to cause real problems.

Re: Mosquill has done it again

Posted: 2010-04-12 18:05
by gazzthompson
LITOralis.nMd wrote:, it's a fundamental part of the Reality concpet of the mod.
I dont see how having no deviation indication is more realistic than having one, in real life you can see the weapon sway and know when to take the shot.

Re: Mosquill has done it again

Posted: 2010-04-12 18:20
by motherdear
gazzthompson wrote:I dont see how having no deviation indication is more realistic than having one, in real life you can see the weapon sway and know when to take the shot.
well the argument here is that it is a gameplay concept that is pretty specific for PR and that it requires some learning to use. it isn't necessarily realistic, but it is gameplay.

Re: Mosquill has done it again

Posted: 2010-04-12 18:39
by Killer-Ape
[R-DEV]motherdear wrote:well the argument here is that it is a gameplay concept that is pretty specific for PR and that it requires some learning to use. it isn't necessarily realistic, but it is gameplay.
When firing rifle bullets I don't see any problems, but what about RPGs?

Deviation indicator might be a sure way to prevent those "I shot the wall/ground next to me" accidents. In real life you bloody know if you are aiming at your feet and not the target. This is something we really need.