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Not aiming all the time [+need more ideas]
Posted: 2009-03-26 17:37
by =Romagnolo=
I'll split this suggestion in 2 parts.
1º:
I'd like to see all players without their weapons in their hands while in a vehicle, exactly like we see in the actual US transport jeep (hunwe ?).
Why ?
I noticied how wierd is the soldiers with their long M16 pointing to the pilots while in a flight. Have you ever noticied that ? It doesnt just fit ! Normally (I say normally because there is always some crazy ones) we see soldiers beeing transported with their weapons packed, not necessary aiming all the time outside the helicopter/truck/jeep or pointing to the pilots/drivers.
2º:
Extend the above suggestion to the infantry, as we see in the picture bellow:
Exemple: You press "7" and your weapon is put down and the other players will see you with like the picture above, like the "hand" from the pilots.
Now I need your help!
I'd like to make this suggest not only visual. I'm thinking what could be the advantages for the players to use this "weapon slot" more often than the normal "3" where they are aiming all the time.
I cant reach any idea so far, so I'd like to know your suggestions
if you liked and what we could do to make it more usable than just visual change.
Re: Not aiming all the time [+need more ideas]
Posted: 2009-03-26 17:44
by single.shot (nor)
ok.. what other than visual? like a faster sprint or something?
Re: Not aiming all the time [+need more ideas]
Posted: 2009-03-26 17:55
by =Romagnolo=
single.shot (nor) wrote:ok.. what other than visual? like a faster sprint or something?
Yes, something that would make players prefer to put their weapons.
Re: Not aiming all the time [+need more ideas]
Posted: 2009-03-26 18:34
by Mary.au
I think maybe it would be a good idea for when a players has not fired, spinted, or scoped for say, 10 seconds, the weapon is lowered into a casual position.
Re: Not aiming all the time [+need more ideas]
Posted: 2009-03-26 20:23
by Spec
Sorry, but as much as I agree on the second part, it sounds pretty hardcoded to me.
Re: Not aiming all the time [+need more ideas]
Posted: 2009-03-26 21:08
by Robbi
Hardcoded or just hard to code?

Re: Not aiming all the time [+need more ideas]
Posted: 2009-03-26 21:12
by Angry_M0b=US=
it sounds like a good idea for vehicles deffinatly, however for the scale of PR is too small for the lowered weapon to be realistic, as most of the time in game you hear shots and explosions etc, i dont think you would be walking around with your gun lowered. At least I wouldnt.
It works great in Arma where it gives a real feel to it and the scale is so huge that you wouldnt have your weapon at the ready all the time.
Re: Not aiming all the time [+need more ideas]
Posted: 2009-03-26 21:17
by DeltaFart
I put this suggestion up a couple times but I dont remeber what the answers were
Re: Not aiming all the time [+need more ideas]
Posted: 2009-03-26 21:19
by McBumLuv
God, Robbi's an [R-TEC]
Scot becoming PRSP-DEV + Robbi becoming T-ADM and R-TEC = end of the world?
Re: Not aiming all the time [+need more ideas]
Posted: 2009-03-27 02:59
by Tannhauser
Sounds hard to code, but not hardcoded.
It's up to coders to tell us their magic, and how this could be impltemented, for I have no clue how.
Re: Not aiming all the time [+need more ideas]
Posted: 2009-03-27 03:19
by nick20404
Id like this idea if they could stream line it all together, make it so you can walk/sprint in this mode and when your out of this mode you in gun ready aka aiming with your shoulder, but not looking threw the scope yet, the gun should probably be more in the middle of the screen as it being in the corner makes it look like he is holding it at his hip.
I think it would make things allot slower though and some actions are already too slow, so having to transition threw a few modes before you can fire would be a death sentence. They would probably have to redo allot of **** for this work out properly and it would be very time consuming id imagine.
Re: Not aiming all the time [+need more ideas]
Posted: 2009-03-27 04:51
by PFunk
Id rather see a third level of weapon stance where its like you have your rifle shouldered but not sighted in for better CQB. Fact is that while iron sights are excellent in CQB and they sight in quickly, using a scoped rifle to breach a room however is really difficult if you don't have a dot painted on your screen. It could also act a means to scope in faster from that stance than from the normal one. But then that sounds hardcoded. Maybe its not even a realistic military thing. Point is that I don't think it feels as uncertain in reality to fire your rifle at a target in the room with you while not sighted in perfectly. I believe they do something like this in RnL mod for HL2.
I get the point of this suggestion but I'd rather see a useful combat feature over what comes down to cosmetic ambiance.
Re: Not aiming all the time [+need more ideas]
Posted: 2009-03-27 04:59
by ralfidude
I think the problem on the devs part from what i have read (And i could very possibly be wrong), is that they lack animators, and that is an animation, i think.
If they did that, i think, they would have to reanimate every single skin with every single weapon.
When they add a weapon, they have to design it for every soldier in different poses, and this takes a huge while.
This thread was actually suggested before by somebody else, with pretty much the same arma example, lol.
Re: Not aiming all the time [+need more ideas]
Posted: 2009-03-27 05:13
by nick20404
PFunk wrote:Id rather see a third level of weapon stance where its like you have your rifle shouldered but not sighted in for better CQB. Fact is that while iron sights are excellent in CQB and they sight in quickly, using a scoped rifle to breach a room however is really difficult if you don't have a dot painted on your screen. It could also act a means to scope in faster from that stance than from the normal one. But then that sounds hardcoded. Maybe its not even a realistic military thing. Point is that I don't think it feels as uncertain in reality to fire your rifle at a target in the room with you while not sighted in perfectly. I believe they do something like this in RnL mod for HL2.
I get the point of this suggestion but I'd rather see a useful combat feature over what comes down to cosmetic ambiance.
Ya that is a problem and that's what I was trying to get at, Its tiring in close combat when the only way to insure that you can win the fight is diving on the ground in prone.
Re: Not aiming all the time [+need more ideas]
Posted: 2009-03-27 05:58
by badmojo420
When in helicopters, you'll see copilots getting a pilot kit geometry, and losing their weapon. In helicopters like the Huey or Littlebird. Would it be possible to apply the same thing with a passenger kit for other passenger slots. With a regular soldier geometry, but no weapon.
Re: Not aiming all the time [+need more ideas]
Posted: 2009-03-27 06:06
by master of the templars
badmojo420 wrote:When in helicopters, you'll see copilots getting a pilot kit geometry, and losing their weapon. In helicopters like the Huey or Littlebird. Would it be possible to apply the same thing with a passenger kit for other passenger slots. With a regular soldier geometry, but no weapon.
Like in some seats in HMMWV's you cant use your weapon?
Re: Not aiming all the time [+need more ideas]
Posted: 2009-06-18 18:28
by McBumLuv
From the
Combined Arms forums:
McLuv in the PR:CA forums wrote:So, I was looking through Chuc's amazing animating skillz again in his Dev blog (
Something looks a little different.. - Project Reality Forums), and I was once again interested in finding a way to involve the bringing up of sights in CQC mode.
I was thinking, what if we re-introduced the sprint, but seeing as you can animate it, you make it
slow you down, and the animation of the weapon would involve the sights being brought up to a CQC stance (secondary sights or just holding the gun parallel).
This would allow you to hold up the gun while walking, and not needing to have the sights/tunnel vision.
The only problem I see is that when you've stopped or are stationary and simply hold down "shift" you wouldn't raise the sights. Could we work around this perhaps by making the animation drag on for a few seconds after you've stopped "sprinting"? That way you would stop and still hold the gun up for a bit.
I know Chuc mentioned he could help us, and though I don't know if he checks these forums much

I could try PMing him about it.
Doable? not even talking necessarily about replacing the sprint with this, just asking how possible this would be.
Re: Not aiming all the time [+need more ideas]
Posted: 2009-06-18 19:03
by single.shot (nor)
How about just making it a "relax animation" like the ninja-shovel and the vBF2 knife balancing?
Re: Not aiming all the time [+need more ideas]
Posted: 2009-06-18 19:24
by cyberzomby
Well the weapon stance down should be doable right? I'd also think the weapon removed from passengers. Since its already in the humvee. You'd think its "just a line of code" that differentiates it from say, a chopper passenger.
Problem with the weapon stance down is the limited ammount of weapon slots.
Re: Not aiming all the time [+need more ideas]
Posted: 2009-06-18 19:28
by Rudd
Well the weapon stance down should be doable right? I'd also think the weapon removed from passengers. Since its already in the humvee. You'd think its "just a line of code" that differentiates it from say, a chopper passenger.
Rhino has stated this is an objective. It annoys me for the door gunners, but if m240s get added that wont matter.
The reasoning from his perspective is that you can have more lighly detailed LODs or something when inside, so it'll make the vehicle interiors look nicer.