First and second person weapon orientation animation.
Posted: 2010-07-20 12:42
Now before anyone asks I have used the search feature, read the *** and have also checked with a couple of other people.
Now I have no idea if this is hardcoded. (and knowing my luck it will be) but if it's possible it might help with immersion. (please note I understand this may not be possible but I need to at least voice it)
At this moment in time, as I understand it,in the players first person view the players selected weapon is always in the “aimed or ready” stance. my proposal is to code into the animation a component, where if a friendly is in the line of sight of your center of screen out to a certain distance, the animation would adopt a non-aggressive or “safe” stance like the animation used when the 1st/3rd person animation is sprinting. This would apply only if the weapon is not being aimed, or there are no enemies in the center of screen zone. I make this suggestion on the basis of soldier weapon safety training,
I am aware there have been similar suggestions to this, https://www.realitymod.com/forum/f18-pr ... oting.html
it's similar but not the same. but it does bring up one of the problems I was encountering, in that case I figure there has to be a work around some how, and that has to do with firing while the weapon is in the middle of the “safe animation” and the unrealistic jump/jolt/instant return of the weapon into a firing position, chuc will probably set me to rights here but the only way I can counter this would be to add the first time you go to fire your weapon does not discharge it but brings it to the shouldered “ready position” the next mouse click fires the weapon, every successive click fires a round until you change position. But that's not what I am trying to achieve and is getting away from my point(and has been previously discussed I think). My problem is more to do with the position of friendlies in the players center field of view.
Here's my scenario
-players is walking, weapon is in the standard position.
-Enemy appears. (weapon animation does not change)
-players right clicks and sights weapon (aimed animation)
-Player fires weapon, and enemy runs away ( I am a very bad shot)
-A friendly crosses in front of the player near by (crosses the center field)
-there is no change to animation the 1st person animation stays the same
-friendly player leaves the front of the players center field and moves off
-player un-sights (unzooms) weapon
-the animation (1st person) returns the weapon to its standard position
-another friendly crosses in front of the player near by (crosses the center field)
-at this point the animation (1st person) drops the weapon as in the sprinting animation
-friendly player leaves the front of the players center field and moves off
-the animation (1st person) returns the weapon to the standard position.
-Game continues as before.
That being said I know there is the possibility this could be abused, but in my opinion I think something along these lines would help with play and general immersion feel. (might also stop a little fratricide)
look I know I will cop a lot for this as it most likely cant be done, but please just take my suggestion for what it is, a simple game play suggestion. If it cant be done I will understand and be more the wiser for it.
Now I have no idea if this is hardcoded. (and knowing my luck it will be) but if it's possible it might help with immersion. (please note I understand this may not be possible but I need to at least voice it)
At this moment in time, as I understand it,in the players first person view the players selected weapon is always in the “aimed or ready” stance. my proposal is to code into the animation a component, where if a friendly is in the line of sight of your center of screen out to a certain distance, the animation would adopt a non-aggressive or “safe” stance like the animation used when the 1st/3rd person animation is sprinting. This would apply only if the weapon is not being aimed, or there are no enemies in the center of screen zone. I make this suggestion on the basis of soldier weapon safety training,
I am aware there have been similar suggestions to this, https://www.realitymod.com/forum/f18-pr ... oting.html
it's similar but not the same. but it does bring up one of the problems I was encountering, in that case I figure there has to be a work around some how, and that has to do with firing while the weapon is in the middle of the “safe animation” and the unrealistic jump/jolt/instant return of the weapon into a firing position, chuc will probably set me to rights here but the only way I can counter this would be to add the first time you go to fire your weapon does not discharge it but brings it to the shouldered “ready position” the next mouse click fires the weapon, every successive click fires a round until you change position. But that's not what I am trying to achieve and is getting away from my point(and has been previously discussed I think). My problem is more to do with the position of friendlies in the players center field of view.
Here's my scenario
-players is walking, weapon is in the standard position.
-Enemy appears. (weapon animation does not change)
-players right clicks and sights weapon (aimed animation)
-Player fires weapon, and enemy runs away ( I am a very bad shot)
-A friendly crosses in front of the player near by (crosses the center field)
-there is no change to animation the 1st person animation stays the same
-friendly player leaves the front of the players center field and moves off
-player un-sights (unzooms) weapon
-the animation (1st person) returns the weapon to its standard position
-another friendly crosses in front of the player near by (crosses the center field)
-at this point the animation (1st person) drops the weapon as in the sprinting animation
-friendly player leaves the front of the players center field and moves off
-the animation (1st person) returns the weapon to the standard position.
-Game continues as before.
That being said I know there is the possibility this could be abused, but in my opinion I think something along these lines would help with play and general immersion feel. (might also stop a little fratricide)
look I know I will cop a lot for this as it most likely cant be done, but please just take my suggestion for what it is, a simple game play suggestion. If it cant be done I will understand and be more the wiser for it.
