Is implimenting Sway possible?
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Scribble
- Posts: 69
- Joined: 2005-08-11 16:00
Is implimenting Sway possible?
As the question title says, IS it possible to impliment sawy in BF2's engine?
And, if possible would it be a consideration to tie sway quantity to the stamina bar? (ie sway increases the more exhausted the soldier)
And, if possible would it be a consideration to tie sway quantity to the stamina bar? (ie sway increases the more exhausted the soldier)
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Figisaacnewton
- Posts: 1895
- Joined: 2004-11-23 05:27
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Figisaacnewton
- Posts: 1895
- Joined: 2004-11-23 05:27
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Figisaacnewton
- Posts: 1895
- Joined: 2004-11-23 05:27
i think in 42 there were two sway states per weapon per stance, ther was an 'excited' state that lasted for a bit right after firing, and then a 'calmed' state where the sway was less intense, but kicked up if you started firing or moving.
if that system can be taken out of 42 and used in bf2, we can have MUCH more realistic weapons and we can have recoil that changes per stance, which is really a needed thing...
dammit i wish i knew how to actually code instead of just having vague ideas of how everything is supposed to work...!
FBX, ya play FH. sway is what happens whne you hold an anittank rifle while standing up (and standing still). THAT is sway.
if that system can be taken out of 42 and used in bf2, we can have MUCH more realistic weapons and we can have recoil that changes per stance, which is really a needed thing...
dammit i wish i knew how to actually code instead of just having vague ideas of how everything is supposed to work...!
FBX, ya play FH. sway is what happens whne you hold an anittank rifle while standing up (and standing still). THAT is sway.

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FBX
- Posts: 36
- Joined: 2005-08-13 02:59
there isn't much to coding actually. Open up server_objects.zip and you'll find .tweak files that change attributes to parts of the game. They're pretty simple to figure out, as its in an "attribute value" format with one attribute per line.
The only difficult part is trying to figure out what sub-attribute your changing because it re-uses names a lot and depending on what object template was most recently declared your changing different things.
I opened up the BF2 executiable and discovered the following references:
cameraSwayRodLength
cameraSwaySensitivity
cameraSwayDofMin
cameraSwayDofMax
cameraSwayRightMin
cameraSwayRightMax
cameraSwaySpringStrength
cameraSwaySpringDamping
cameraShakeSensitivity
cameraShakeStartSpeed
cameraShakeMaxSpeed
you might see how they did "shaking" for the airplanes and see if any of those sway commands work when done in a similar fashion for infantry
The only difficult part is trying to figure out what sub-attribute your changing because it re-uses names a lot and depending on what object template was most recently declared your changing different things.
I opened up the BF2 executiable and discovered the following references:
cameraSwayRodLength
cameraSwaySensitivity
cameraSwayDofMin
cameraSwayDofMax
cameraSwayRightMin
cameraSwayRightMax
cameraSwaySpringStrength
cameraSwaySpringDamping
cameraShakeSensitivity
cameraShakeStartSpeed
cameraShakeMaxSpeed
you might see how they did "shaking" for the airplanes and see if any of those sway commands work when done in a similar fashion for infantry
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Paladin-X
- Retired PR Developer
- Posts: 592
- Joined: 2005-06-12 16:00
Which is where grep comes in handy. http://www.wingrep.comFBX wrote: The only difficult part is trying to figure out what sub-attribute your changing because it re-uses names a lot and depending on what object template was most recently declared your changing different things.

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Eglaerinion
- Posts: 136
- Joined: 2004-07-25 16:00
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Figisaacnewton
- Posts: 1895
- Joined: 2004-11-23 05:27

