I loaded INF with the two mutators, AimView (by Beppo) and TrueScale (by TOAD).
Both mutators conflict with eachother and cause some glitches, but interessting ones, that got me to think about my notorious "aimed-shouldered/unaimed-shouldered" thing again.
AimView zooms the view to a lower fov if you aim and hold the "aim key". In combination with True Scale this function is screwed up, you have no zoom and the original INF weapons move a bit up, a bit either to the left or right and backward. IMT weapons just get lowered a bit, where the weapons keep beeing centerd, but you look over the sights.
See first attached picture.
1
Now seriously.
- Wouldn't it be possible to change the 1st person weapon position, where the models are located slightly at the right and slightly lower, also slightly backward, giving you a perfect unaimed-shouldered "over the sights looking" weapon view?
- Holding the "aim key" will have the same effect like in the AimView/TrueScale combo, where the weapon moves to a fully centered position AND slightly more backward, giving you a perfect aimed view with bigger (closer to the eye) and comfortable to aim sights.
As I understand, are the INF aimed and hipped position one and the same thing, connected with an animation, so changing the aimed weapon origin means to change also the hipped weapon position, something that I think is even better!
- I really hope that would be also possible for scoped rifles, ESPECIALLY!!! for ACOG rifles.
In case of sniper rifles, which are heavy, the shouldering animation should be played much slower.
2
Another point. I made a screenshot during the "switch to aim from hip" animation of the MP5A2 with the EOTech reflex sight.
Cool is, that it looks like how I imagine a binocular aimed reflex sight should be. Because the Dot appears before the weapon reaches the centered aim position I was able to catch such a screenshot.
So, the question is, would it be possible to make the unaimed-shouldered weapon position same as I explained above, but holding the "aim key" wont move the weapon exactly to the center, but a bit off. The Dot will appear and give you a simulated "with both eyes aimed" view.
I know such a sight is very effective in several points, but damn, that's just how it is. Either ban them from your server, or allow them for all.
See second attached picture.
3
Another story.
TrueScale has a very good effect for sniper scopes (PSG1 tested).
- If you move the scope bobbs so, that it gives you really the impression you look through a "pipe", like they are two misalingning lenses.
This effect is made when you walk. Imo, if you walk you should be able to keep the sights pretty stable, so this effect should be made when you JOG.
- Something that is sadly not presented is the same "lens misaligning" effect when you fire, hopefully that can be coded aswell, because I heared that happens when you fire a real sniper rifle.
- Another very nice feature of TrueScale is the better scope swaying behavior AND that even if you hold breath, the view still sways a bit if you stand, sways slightly less if you kneel and doesn't sway if you prone and hold breath.
Very good, that is something INF should have for sure.
- Another VERY good aspect is, that the scope doesn't move! While I wouldn't mind still to keep a slight freeaim, for aesthetics, but the EXTREMELY huge and EXTREMELY annoying scope freeaim in 2.9 should be gone.
With true scale it is so comfortable to aim the scope and you switch to the scope-aim far more accurate, you just have to deal with a more realistic scope sway and behavior in a realistic way (changing your stance).
I personally would even prefer this for iron sights, but NOT for reflex sights.
See third attached picture.
----
I know that I base my suggestion on glitches, but exactly these glitches show me, that this stuff might be possible, it is all coding. I can't say for sure of course, hope they is hope.
Note that this glitch (AimView+TrueScale) doesn't influence, or requires another 3rd person animations/positions. Hipped would keep the rifle hipped. Aimed-shouldered and unaimed-shouldered would use all the same standart INF shouldered position.
Both mutators conflict with eachother and cause some glitches, but interessting ones, that got me to think about my notorious "aimed-shouldered/unaimed-shouldered" thing again.
AimView zooms the view to a lower fov if you aim and hold the "aim key". In combination with True Scale this function is screwed up, you have no zoom and the original INF weapons move a bit up, a bit either to the left or right and backward. IMT weapons just get lowered a bit, where the weapons keep beeing centerd, but you look over the sights.
See first attached picture.
1
Now seriously.
- Wouldn't it be possible to change the 1st person weapon position, where the models are located slightly at the right and slightly lower, also slightly backward, giving you a perfect unaimed-shouldered "over the sights looking" weapon view?
- Holding the "aim key" will have the same effect like in the AimView/TrueScale combo, where the weapon moves to a fully centered position AND slightly more backward, giving you a perfect aimed view with bigger (closer to the eye) and comfortable to aim sights.
As I understand, are the INF aimed and hipped position one and the same thing, connected with an animation, so changing the aimed weapon origin means to change also the hipped weapon position, something that I think is even better!
- I really hope that would be also possible for scoped rifles, ESPECIALLY!!! for ACOG rifles.
In case of sniper rifles, which are heavy, the shouldering animation should be played much slower.
2
Another point. I made a screenshot during the "switch to aim from hip" animation of the MP5A2 with the EOTech reflex sight.
Cool is, that it looks like how I imagine a binocular aimed reflex sight should be. Because the Dot appears before the weapon reaches the centered aim position I was able to catch such a screenshot.
So, the question is, would it be possible to make the unaimed-shouldered weapon position same as I explained above, but holding the "aim key" wont move the weapon exactly to the center, but a bit off. The Dot will appear and give you a simulated "with both eyes aimed" view.
I know such a sight is very effective in several points, but damn, that's just how it is. Either ban them from your server, or allow them for all.
See second attached picture.
3
Another story.
TrueScale has a very good effect for sniper scopes (PSG1 tested).
- If you move the scope bobbs so, that it gives you really the impression you look through a "pipe", like they are two misalingning lenses.
This effect is made when you walk. Imo, if you walk you should be able to keep the sights pretty stable, so this effect should be made when you JOG.
- Something that is sadly not presented is the same "lens misaligning" effect when you fire, hopefully that can be coded aswell, because I heared that happens when you fire a real sniper rifle.
- Another very nice feature of TrueScale is the better scope swaying behavior AND that even if you hold breath, the view still sways a bit if you stand, sways slightly less if you kneel and doesn't sway if you prone and hold breath.
Very good, that is something INF should have for sure.
- Another VERY good aspect is, that the scope doesn't move! While I wouldn't mind still to keep a slight freeaim, for aesthetics, but the EXTREMELY huge and EXTREMELY annoying scope freeaim in 2.9 should be gone.
With true scale it is so comfortable to aim the scope and you switch to the scope-aim far more accurate, you just have to deal with a more realistic scope sway and behavior in a realistic way (changing your stance).
I personally would even prefer this for iron sights, but NOT for reflex sights.
See third attached picture.
----
I know that I base my suggestion on glitches, but exactly these glitches show me, that this stuff might be possible, it is all coding. I can't say for sure of course, hope they is hope.
Note that this glitch (AimView+TrueScale) doesn't influence, or requires another 3rd person animations/positions. Hipped would keep the rifle hipped. Aimed-shouldered and unaimed-shouldered would use all the same standart INF shouldered position.