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Animated breathing deviation
Posted: 2009-08-04 16:27
by foxxravin
I was playing FH2 a few min ago and then i saw that instead of random deviation the sight is going from side to side when you "breath".
if this could be implemented it would be much better then the current "Random" deviation.
oh and i didnt know what to search for so this might be resuggestion

Re: Animated breathing deviation
Posted: 2009-08-04 16:33
by gazzthompson
the breathing would be purely visual though IIRC, so no need as it wouldnt match the deviation.
Re: Animated breathing deviation
Posted: 2009-08-04 16:39
by foxxravin
Well, with animation it will atleast look like the bullets are going the right way

Re: Animated breathing deviation
Posted: 2009-08-04 16:43
by gazzthompson
it wont tho, because the animation will be moving to the left say and the bullets to the right...
Re: Animated breathing deviation
Posted: 2009-08-04 17:02
by OkitaMakoto
Can the animation be made to stop when the deviation is at its smallest?
Can the sway animation get smaller and smaller as you get closer to min deviation?
if so, it could be nice, but still, it would be just another "not perfect" fix to the bf2 limitations we face, I fear
I love deviation as it is, so Im not one to want much more added to it, but I dont know the specifics of the animation so I cant say
Re: Animated breathing deviation
Posted: 2009-08-04 17:19
by foxxravin
Still it would be better than having your sight at a target and having bullets hit everywhere but on him....
The animation is not a perfect solution but imo it would be better to not have your sight at a target and miss... than having it on a target and miss....
Re: Animated breathing deviation
Posted: 2009-08-04 17:26
by Spec
But it'd make aiming more difficult in general, as it would still move at the same speed even when you're completely still and prone afaik
Re: Animated breathing deviation
Posted: 2009-08-05 02:03
by Human_001
[R-DEV]OkitaMakoto wrote:Can the animation be made to stop when the deviation is at its smallest?
Can the sway animation get smaller and smaller as you get closer to min deviation?
if so, it could be nice, but still, it would be just another "not perfect" fix to the bf2 limitations we face, I fear
I love deviation as it is, so Im not one to want much more added to it, but I dont know the specifics of the animation so I cant say
Its been quite a while since I asked this last time. Have we got new ideas for somehow coding weapon sway into BF2 since then?
Deviation deviation... Marksman kit...Not hitting... every time I hear this words I think only if we had weapon sway...

Re: Animated breathing deviation
Posted: 2009-08-05 02:50
by gazzthompson
id rather just have the HAT deviation thing on all rifles.
Re: Animated breathing deviation
Posted: 2009-08-05 12:54
by Chuc
Sorry but not possible on all counts on factoring animated weapon sway as an accurate indicator of deviation.
Re: Animated breathing deviation
Posted: 2009-08-05 15:23
by supahpingi
'[R-DEV wrote:Chuc;1103588']Sorry but not possible on all counts on factoring animated weapon sway as an accurate indicator of deviation.
the oracle has spoken,and dreams have been crushed

Re: Animated breathing deviation
Posted: 2009-08-05 19:03
by Meza82
gazzthompson wrote:id rather just have the HAT deviation thing on all rifles.
that would be very helpful. and i appreciate the OP, i agree with OP too
Re: Animated breathing deviation
Posted: 2009-08-05 19:28
by Spec
EDIT: Wrong thread, please delete this post. Sorry.
Re: Animated breathing deviation
Posted: 2009-08-05 22:53
by Raptor007
'[R-DEV wrote:Chuc;1103588']Sorry but not possible on all counts on factoring animated weapon sway as an accurate indicator of deviation.
That's sad, but really not surprising at all. I didn't think it'd be possible for the gun model to accurately point to where the shots would go with deviation.
However, I think most of us here are in agreement that some model sway, even if unrelated to the actual trajectory of the bullets, would be a "good enough" indication of deviation. Ideally the amount of sway would be indicative of the level of deviation, but even a simple "if deviation is greater than this amount, sway the model" solution would be better than nothing.
Re: Animated breathing deviation
Posted: 2009-08-05 22:58
by Chuc
Well that's the thing, you can't have the system do "if deviation is greater than this amount, sway the model", so when I say you can't make an accurate indicator of deviation I really mean even when you're fully rested and on the dot, your reticle will still be shaking.
Re: Animated breathing deviation
Posted: 2009-08-07 04:28
by Human_001
Which type of sway are we exactly talking about here that is not possible?
When I suggested thing about weapon sway back few years ago, I never meant..... OK..... to put it simple there is 2 types of weapon sway right?
1. GUN SWAY / STILL SCREEN:
Screen stay still at all times. But gun moves and sways around within still screen, and wherever gun points is where bullets go. And bullet could be fired from not center of screen.
2. SCREEN SWAY / STILL GUN:
Screen view it self moves and sways around. Gun stay still at all times in middle of screen with iron sight pointing at center of screen and thats only place bullet could be fired from.
Now I can imagine #1 being impossible but isn't there any way to code #2 sway? Something that makes our mouse control instabilize in 8 or ∞ motion. I mean I see all these impressive coding done only in PR. And #2 can't be done? Really?
Re: Animated breathing deviation
Posted: 2009-08-07 07:38
by Raic
Human_001 wrote:
2. SCREEN SWAY / STILL GUN:
Screen view it self moves and sways around. Gun stay still at all times in middle of screen with iron sight pointing at center of screen and thats only place bullet could be fired from.
Just no, it would look and feel stupid and horrible. And there would be lot of posts about motion sickness again ..
Re: Animated breathing deviation
Posted: 2009-08-07 18:14
by Human_001
Raic wrote:
Just no, it would look and feel stupid and horrible. And there would be lot of posts about motion sickness again ..
Well have you ever tried a FPS game with this?
I do. It works perfect. Very realistic aiming wise. If you can I really want answer from developer about if #2 sway is possible.
Re: Animated breathing deviation
Posted: 2009-08-31 01:46
by goguapsy
Human_001 wrote:∞ motion
infinite motion
cool
hehe XD
Re: Animated breathing deviation
Posted: 2009-08-31 10:17
by Omega_17_The_True
Human_001 wrote:Well have you ever tried a FPS game with this?
I do. It works perfect. Very realistic aiming wise. If you can I really want answer from developer about if #2 sway is possible.
Yeah like in Red Orchestra, its perfect ! However because of the hardcoded engine its impossible, but i think PR can become a game on its own one day maybe ?