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sacgate
1st July 2006, 02:00
It seems to me that the weapon should have to be re-aimed after firing (at least a little). As it stands now the weapon always returns to the same spot after the simulated kick. Perhaps the same effect as being struck by a bullet only to a far lesser degree?

Grishna
1st July 2006, 20:54
Cheezus, why does everyone wanna slow down the gameplay of an alrdy slow game, was cod2 built for 80 yrs olds or summut :P

Bjusterbaarlik
1st July 2006, 21:22
I will look into this.

sacgate
1st July 2006, 23:25
Cheezus, why does everyone wanna slow down the gameplay of an alrdy slow game, was cod2 built for 80 yrs olds or summut :P
To each his own I guess. We run a modified version of BJR that includes much less weapon accuracy and I assure you that some of our younger members can still pretty much hit what they shoot at on the first couple of shots.
If it's fast paced arcade play you're craving why not uninstall BJR and run stock COD2? That way you can shoot the eye out of a flea at 1000 yards and jump off of three story buildings without so much as a scratch. Don't forget the instant healing, that's still another great feature of stock COD2.

Grishna
2nd July 2006, 18:33
...

-={AA}=-Trigger
2nd July 2006, 18:41
certain weapons are too slow. the M1 garand is a semi auto so it should fire as fast as u can click( pull the trigger) but it doesn't work like that. imo.

sacgate
2nd July 2006, 19:14
certain weapons are too slow. the M1 garand is a semi auto so it should fire as fast as u can click( pull the trigger) but it doesn't work like that. imo.
The rate of fire is easily adjusted - of course you will be limited to whatever your server decides to go with.

Spider
2nd July 2006, 20:04
Stop the fight gays ummm guys!

sacgate
11th September 2006, 07:50
I will look into this.

Did you ever get a chance to look at this? It's certainly not a biggie, just curious.

Bjusterbaarlik
15th September 2006, 11:40
Yes, I did, I just totally forgot about the topic.

Unfortunately, there is no way to check if the player is using his iron sights, so I cannot simulate a more realistic kick there. However, I could do it whenever he shoots, whether it is from the hip or ADS.

I do not think it is really necessary to implement that, as firing from the hip already gives a big enough kick and reduces your accuracy drastically when keeping the trigger pulled. The same goes for ADS, as long is you keep firing. I suppose you were out for the opposite, by firing only one round, the view goes back to its original position.

I will test some stuff and some situations and see if it works nicely.

sacgate
15th September 2006, 16:34
Thanks for the update. From our group's point of view anything you script that adds more realism is a plus. Having to adjust your aim a little after each shot seems appropriate.

Bjusterbaarlik
18th September 2006, 17:15
To get back on this subject:

Today, I succesfully made a server-side recoil function. Everytime a player shoots, he will have to adjust his sights slightly to get his aim back on the target. This goes for both ADS and hip situations.

It still needs a lot of finetuning, but I am definitely close to a really good and realistic feature. :lol1: