New realistic aiming

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Flan
Posts: 67
Joined: 2007-06-02 12:40

New realistic aiming

Post by Flan »

i found a very clever way of aiming when playing the mod "Smod:Tactical" for half-life 2 the other day and i instantly thought of Project reality. The basic concept is that the gun model moves slightly independantly from the main view so that you shoot at what your gun is aiming at and not the unrealistic middle of the view but you can also go into iron sights for more solid, accurate aim.

heres a link to some youtube movies of it in action:

http://www.youtube.com/results?search_q ... rch=Search

but i would definately suggest that you play it for yourself as it is hard to see here. If this could be coded into PR then i think it would realy help with the realistic feel the mod. :grin:
Bob_Marley
Retired PR Developer
Posts: 7745
Joined: 2006-05-22 21:39

Post by Bob_Marley »

Due to the way shooting works in BF2 "free aim" is impossible.

With the BF2 engine bullets come out of the centre of the screen, not the end of the gun model.

:(
The key to modernising any weapon is covering them in glue and tossing them in a barrel of M1913 rails until they look "Modern" enough.
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Many thanks to [R-DEV]Adriaan for the sig!
Katarn
Retired PR Developer
Posts: 3358
Joined: 2006-01-18 22:15

Post by Katarn »

Unfortunately we have no control of the angle or position in which the projectile leaves the player. It is fixed to the center of the screen - sorry.
Rhino
Retired PR Developer
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Joined: 2005-12-13 20:00

Post by Rhino »

ye basicly in BF2, the bullets come out of the center of the screen of the player firing the weapon, not out of where the gun is pointing. It takes a little time to get over it that that is how BF2 works, but ye its kinda silly :p

Why you see ppl prone diving and shoot in vBF2 where there gun is basicly pointing the floor and is shooting and you still die :p
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Flan
Posts: 67
Joined: 2007-06-02 12:40

Post by Flan »

hmm well that sucks. but is it any different in half-life 2? there must be some way of coding it in. but yeah if its going against one of the basic designs of the game it would probably be a nightmare to incorperate.

Thing is its not the player model that the bullets fire from but the in view model in smod.
Top_Cat_AxJnAt
Posts: 3215
Joined: 2006-02-02 17:13

Post by Top_Cat_AxJnAt »

On slightl topic and to give thread for life:

IS it possible, using a hihgly skilled animator (lol) to have in game characters when reloding to throw there empty magazines on to the ground.

After watching a video of a firefight of Royal marines chucking there mags on the ground, rather than carefully placing them back in their pouches, for obvious reasons, such behaviour seems realistic.

So coudl the BF2 engine allow this, with magazines havign similar physical properties to bullet casings. With the character apparently holding at magazine, then droping it, then with an empty hand moving to a pouch, a new mag appearing in his hand and then his hand moving to slot the mag into the gun.

Not saying, please or can you do this, just is it posssible????????
Flan
Posts: 67
Joined: 2007-06-02 12:40

Post by Flan »

ok well i guess thats a no then. One quick question. What is PR coded in and where can i start learning it?
Rhino
Retired PR Developer
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Post by Rhino »

Flan wrote:hmm well that sucks. but is it any different in half-life 2? there must be some way of coding it in. but yeah if its going against one of the basic designs of the game it would probably be a nightmare to incorperate.

Thing is its not the player model that the bullets fire from but the in view model in smod.
HL2 is a very advanced engine that can do anything almost you want it to do. It is very flexible where as in BF2, most of it is hard coded and very inflixible.
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Top_Cat_AxJnAt
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Joined: 2006-02-02 17:13

Post by Top_Cat_AxJnAt »

Flan wrote:ok well i guess thats a no then. One quick question. What is PR coded in and where can i start learning it?

macaroni......................................................no seriously, it is JN-25... ;-)
Top_Cat_AxJnAt
Posts: 3215
Joined: 2006-02-02 17:13

Post by Top_Cat_AxJnAt »

'[R-DEV wrote:Rhino'], most of it is hard coded and very inflixible.
What is the advantage to the DICE DEVS (EA or whoever made the damn and blasted thing or clicked the make hardcoded box if alot of the features are hardcoded?

I mean, is hacking more difficult, does it save developement time becuase they dont have to spend time making it easy to change for modders, they make it once and then it is locked for good - done, minimal effort.
Why WHY WHY
Flan
Posts: 67
Joined: 2007-06-02 12:40

Post by Flan »

I think that they believe that this will make their mods unbeatable as they are the only ones that can access the code which is blatently wrong they have never liked modders or custom content, you cant even change 1 skin in the origional game without PB going Skitz. :x Anyway cheers for the replies guys, shame it cant be done but i wont hold it against a superb, albeit incredibly difficult mod. ;)
Flan
Posts: 67
Joined: 2007-06-02 12:40

Post by Flan »

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Last edited by Flan on 2007-06-02 14:05, edited 1 time in total.
Flan
Posts: 67
Joined: 2007-06-02 12:40

Post by Flan »

Top _Cat the great wrote:macaroni......................................................no seriously, it is JN-25... ;-)
hmm japanese naval code? somehow i think coding a mod using that might be quite difficult ;)
Expendable Grunt
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Joined: 2007-03-09 01:54

Post by Expendable Grunt »

No, it eventually all ends up as machine code but that's not what you interface with.

The engine itself is written in C++, but all modifyable assets are done in Python. As for learning it I recommend getting some previous programming experience, especially with objects. A good text book will help.
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El_Vikingo
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Joined: 2006-11-27 01:50

Post by El_Vikingo »

I thought you had to have the Enigma machine to code succesfully in BF2.
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{GD}Ghost
Posts: 210
Joined: 2005-09-22 06:08

Post by {GD}Ghost »

ROFL!

The Enigma couldn't even help.
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daranz
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Joined: 2007-04-16 10:53

Post by daranz »

BF2 was indeed written by a horde of monkeys working directly with machine code. EA wasn't able to obtain monkeys that actually know how to use a keyboard, so they instead placed 8 large buttons in front of each monkey, and when the monkey hit one of the buttons, it changed from 0 to 1, therefore enabling a monkey to contribute one byte to executable.

As you can see, there's no sourcecode and no documentation.
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