[Function] Steady aiming

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Redamare
Posts: 1897
Joined: 2007-10-30 21:09

[Function] Steady aiming

Post by Redamare »

My first thought came from playing Arma2 (Demo) because i wanted to check it out before buying amra 2 full for when PR Arma finaly comes out . . . one of the features they had was a Double Zoom function . . basicaly you Right click to Aim then Right click and Hold to Zoom in on the ironsights to get a zoomed in view. My first reaction was . . This is a useful function but Project reality would disaprove of the idea because if your looking through a guns ironsights you dont Magicaly Zoom in. But then it got me thinking of other uses for a
(right Click, rightClickHold )
Right click once and it zooms but is only activated after you let go of the botton this will open the function for more ability.

1. Bringing the ironsights / Aimpoint scope closer to your face so that you can see a bit easier through the scope. but not adding any Zoom function . . possibly just the zoom in "Blurred" screen around the scope/ironsights View finder.

2 Instead of bringing the weapon sight in closer give the weapon a Steady function . . . Basicly DECREASE the sensitivity of the Mouse movment while under the Rightclickhold function. giving the player a bit better ability to BEAD in on an enemy and if possible reduce Kick a small amound. Not dirasticaly reducing sensitivity but by just enough that you dont do one of those Aim around the enemy while trying to shoot at them.

3 This could also be a use for the Double zoom level for new scopes where we discussed already how we want to have a secondary ironsights view ontop of scopes suchas the new GERMAN G36 how the scope has an (unused)ironsights view and a zoomed view. perhaps right clicking once will activate normal zoom where right click and hold will activate Aimpoint close range scope.

the second idea Might be a bit harder to do / code with all the variations in Sensitivity and i am not sure if you can edit those abilities ingame without going to the menu.

but if the first idea of a rightclickhold function can be dont i think it is work looking into.

First couple of seconds "5 seconds" into the video you can see how he first aims then quickly the gun gets closer to the screen so he can see better. but for Bf2 PR Do NOT include the view ZOOM just Aimpoint object Zoom

http://www.youtube.com/watch?v=TF6DZQ8g7nM
Last edited by Redamare on 2010-12-14 23:25, edited 6 times in total.
whatshisname55
Posts: 955
Joined: 2010-07-16 03:05

Re: [Function] Steady aiming

Post by whatshisname55 »

I like #2, but I actually think that should happen on regular right click zoom automatically. Whenever I zoom in I tend to have issues with how much farther the crosshairs seem to move with each mouse movement than when in regular view, this is particularly bothersome in APC's and tanks. I have a mouse with buttons for switching DPI so I can adjust it myself, but it would be nice for it to be automatic.
Johncro
Posts: 1146
Joined: 2009-06-11 20:50

Re: [Function] Steady aiming

Post by Johncro »

the scope in Pr moves????

I find with practice you won't need a steady function. Also I'm 80% sure this is hardcoded.
goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: [Function] Steady aiming

Post by goguapsy »

Wouldn't getting closer to your sights poke your eyes when firing?
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whatshisname55
Posts: 955
Joined: 2010-07-16 03:05

Re: [Function] Steady aiming

Post by whatshisname55 »

Maybe on #3 you could have a double right click for zoom and single right click for ironsights since holding down right click could hurt your finger. I think the single right click should be for ironsights because you would want to get those up fast whereas a lot of times with zooming you have more time to aim.
Redamare
Posts: 1897
Joined: 2007-10-30 21:09

Re: [Function] Steady aiming

Post by Redamare »

whatshisname55 wrote:Maybe on #3 you could have a double right click for zoom and single right click for ironsights since holding down right click could hurt your finger. I think the single right click should be for ironsights because you would want to get those up fast whereas a lot of times with zooming you have more time to aim.
Yeah thats true . . if you Right click once you get iron sights but if you Hold down right click you get the Zoomed scope it wouldnt hurt your fingers toobad just dont have it zoomed in for long . . . get your Binocs out instead :)
goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: [Function] Steady aiming

Post by goguapsy »

You see, that "zoom" feature is there to represent "focusing". The guys doesn't actually get closer to the sights.

Now, you are suggesting to Do get closer to the sights. Thing is, you would poke your eyes out when firing.
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! :D

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lukeyu2005
Posts: 226
Joined: 2010-11-01 02:48

Re: [Function] Steady aiming

Post by lukeyu2005 »

goguapsy wrote:You see, that "zoom" feature is there to represent "focusing". The guys doesn't actually get closer to the sights.

Now, you are suggesting to Do get closer to the sights. Thing is, you would poke your eyes out when firing.
Actually the zoom function is to simulate the fact that your eye has a higher resolution than your screen. As on screen anything less than a pixel is not shown and depending on your screen resolution that pixel can be pretty damn big.

That's just there to allow for realistic combat without making everyone get super expensive graphics cards that can take run Arma 2 at super high resolutions.
lukeyu2005
Posts: 226
Joined: 2010-11-01 02:48

Re: [Function] Steady aiming

Post by lukeyu2005 »

I like this idea I'd really like to be able to use the iron sights on top of the acog. Though probably will be done in PR arma. As ACE mod for arma 2 already does that. love to see that in BF2 PR but the devs probably already have thought about it. And if it isn't in 0.95 it's probably hardcoded
goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: [Function] Steady aiming

Post by goguapsy »

I don't see how that applies to PR, though (things are too close or too big to need a zoom like that).


EDIT: Lukeyu, BTW, there is a vid somewhere... don't remember the name or where it was - a DEV managed to make backup sights for the british gun (select scope like the grenadier sights).
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! :D

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Killer2354
Posts: 407
Joined: 2008-11-19 02:48

Re: [Function] Steady aiming

Post by Killer2354 »

lukeyu2005 wrote:I like this idea I'd really like to be able to use the iron sights on top of the acog. Though probably will be done in PR arma. As ACE mod for arma 2 already does that. love to see that in BF2 PR but the devs probably already have thought about it. And if it isn't in 0.95 it's probably hardcoded
If you take a look in the dev section of the forums you'd know that they're making back-up sights. Just a heads up.

On topic: I've played a game that that had the double zoom feature like this and it basically got second nature, as assaults I'd need quick sights but for accurate shots I had to focus all the way.

If the ways the op describes isn't possible, how about set the 2 different levels of 'zoom' to the Q menu?
Anderson29
Posts: 891
Joined: 2005-12-19 04:44

Re: [Function] Steady aiming

Post by Anderson29 »

i've suggested before that it might be cool if every weapon was deployable....it would be cool for those forward grip bipods on the marine and british rifles....press the button and out springs the bipod animation....make the settle time for deploying a few seconds longer to prevent miss use and bam....u got all the things u want....2 weapon sites...undeployed is the back up irons...deployed is the scope and slower mouse movements.

i do wish there was just a slight even slighter than slight zoom for iron sites...to simulate bringing the head forward to the sites like in real life...not sites to the head.
Dev1200
Posts: 1708
Joined: 2008-11-30 23:01

Re: [Function] Steady aiming

Post by Dev1200 »

I would love to see the original post's suggestion. Would make everything so much better.
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ShockUnitBlack
Posts: 2100
Joined: 2010-01-27 20:59

Re: [Function] Steady aiming

Post by ShockUnitBlack »

Indeed, I saw that video - very nice looking. I believe it was done by having the player scope in, press the Q button, and select the sight mode they wanted to use from a dropdown menu similar to the existing GL range system.

I've always been curious as to whether a similar system could be used to select the magnification levels on sniper scopes and the GTLD (I hate the existing multiple richt-click system), as said above. That would clash with the vital Q spotting menu however...
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Sniperdog
Retired PR Developer
Posts: 1177
Joined: 2009-02-27 00:06

Re: [Function] Steady aiming

Post by Sniperdog »

Sadly this is hardcoded.

The only aspects we can really mod with respect to this is the relationship between the sensitivity of the handheld weapon when scoped out and scoped in. This is set with:

Code: Select all

ObjectTemplate.zoom.mouseSpeedMod n
This can also be coupled with maglinking to produce a "deployed mode".
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