Psychomorph's Suggestion for INFILTRATION

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Apr 21, 2003
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Ok, this is the second version of my suggestion. The aiming system is not comparable to the previous version one, now it is in a way much closer to the actual INF aiming system.
From point 5 it is the same as the old version.

Document is 1.94 MB heavy, best view must be 160% (at least in resolution 1280x960).

Enjoy:
Psychomorph's Suggestion for INFILTRATION V.2

1 Aiming System S.2
1.1 Pistol S.2
1.2 Iron Sight & Red Dot / Reflex Sight S.3
1.3 Scope Sight S.4

2 Freeaim System S.5
2.1 Pistol Freeaim S.5
2.2 Highready Freeaim S.5
2.3 Binocular Aim Freeaim S.6
2.4 Monocular Aim Freeaim S.6
2.5 Hip freeaim S.7

3 Weapon Positions S.8
3.1 Pistol S.9
3.2 Rifle (Lowready/Highready/Aim) S.10
3.3 Rifle (Hip/Highready/Aim) S.11
3.4 Grenades, Bladed Weapons & Equipment S.13
3.5 Infrared Laser Designator S.14

4 Sprinting & Weapon Handling S.15
4.1 Pistol S.15
4.2 Rifle (Lowready/Highready/Aim) S.16
4.3 Rifle (Hip/Highready/Aim) S.16

5 Lowready Collision S.17
5.1 Pistol S.17
5.2 Rifle (Lowready/Highready/Aim) S.18
5.3 Rifle (Hip/Highready/Aim) S.19
5.4 Lowready Collision in Vehicles S.20

6 Collision System S.20
6.1 Turning Right S.20
6.2 Looking Down S.20

7 Sling System S.21
7.1 Weapon Selection System S.22
7.2 Animations & Effectivity S.23

8 Movement S.24
8.1 Walk S.24
8.2 Jog S.24
8.3 Sprint S.24
8.4 Changing Sprinting Direction S.24
8.5 Movement Upright & Ducked S.25
8.6 Fast Walk & Run Feature S.25
8.7 Jump S.26
8.8 Stamina S.26
8.9 Stamina & Movement S.26
8.10 Leaning S.26

9 Miscellaneous S.27
9.1 Spectator Mode S.27
9.2 Game Types S.28
9.3 Armory & Equipment S.29
9.4 Custom Character System S.29
 
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UN17

Taijutsu Specialist
Dec 7, 2003
675
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Nice document, I like your use of AA as screenshots and that drawn soldier guy. He looks like someone you'd see in an airplane safety booklet, except, with guns. I can't say I agree with all the suggestions and system you want, but you get a 10 for effort :) It would be nice if SS had their next mod planned out in such a nice manner for other people to read!
 

mute_dammit

Just mute, dammit!
Sep 11, 2001
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I agree with UN17. However, why go to this much trouble to make a list of suggestions for Inf? You might be better off if you just used this document as a proposal for a mod of (insert_platform_here) and started recruiting. At least that way you'd get exactly what you want - and loosely what a lot of us want - out of the game. ;) Why wait for Sentry to do this for you? Just because they've done it in the past?

[edit] Particularly so because of your opinion expressed here -> http://forums.beyondunreal.com/showthread.php?p=1787207#post1787207

UN17 said:
It would be nice if SS had their next mod planned out in such a nice manner for other people to read!
Blasphemy.
 
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UN17

Taijutsu Specialist
Dec 7, 2003
675
0
16
www.m-w.com :) Or how about these words instead?

"Life" would be "enjoyable" if SS had their next mod "organized/prepared" in such a "pleasant" manner for "community/non-Sentry" "individuals" to "view/examine".
 
Apr 21, 2003
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Thanks. Generally I think this systems (well, some of them) are pretty much simple, but they are slight variations and I allready have rewritten some of these few times, cuz it is not that simple to explain every detail in a simple manner.
If they are questions, I can explain it all more accurate.

Don't understan this as 'it have te be that way to be realitic', it is just what I thought is realistic and feasable (mostly). Some of them are just ideas.

For those who say: why having it so 'complicated' when INF allready works? I don't agree with that. Weapons are used slight different, thats why I have 3 cathegories (1. Pistol, 2. Rifle, 3. Special way [bo buttstock], or heavy weapon [MG, Sniper]).
1. The only thing I think is working very close to reality, in INF, are pistols and they way I suggested it is nearly equal to the actual INF
2. I´m not agreed carrying a light CQB, or allround weapon hipped.
3. That is pretty much close to actual INF, but I suggested it the optical more realistic.

Oh and due to realism, I have splitted the 'aim' off the 'just shouldered position', thats why 3 weapon positions (while in INF they are just 2), thats probably the whole complexity.

INF is the only game where I would suggest that, Sentry Studios is the only dev team where I would suggest that. In every other game it would make 0.0000 sense. Take it as a compliment ;).

P.S. Oh and I forgot, flames are welcome of course... not really.
 
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mbs357

olol
Jan 5, 2002
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Skimmed through it, looks great.
I'll have to second the "make your own mod," motion. Seems like a better idea. =)
 
Apr 21, 2003
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Indeed, I would like to make my mod, but I´m not able to :(. Since INF is the most realistic mod out here, I´ve suggested it here (without any serious expectation of course... a bit maybe)

UN17 said:
I like your use of AA as screenshots
Yes, thank AA and the nice animations it has. WAs making screens during the anims to get it that way, but some are also modified.
Anybody knows where the G36K is from? :D
 
Apr 21, 2003
2,274
2
38
Europe
Ok, this is the second version of my suggestion. The aiming system is not comparable to the previous version one, now it is in a way much closer to the actual INF aiming system.
From point 5 it is the same as the old version.

Document is 1.94 MB heavy, best view must be 160% (at least in resolution 1280x960).

Enjoy:
Psychomorph's Suggestion for INFILTRATION V.2

1 Aiming System S.2
1.1 Pistol S.2
1.2 Iron Sight & Red Dot / Reflex Sight S.3
1.3 Scope Sight S.4

2 Freeaim System S.5
2.1 Pistol Freeaim S.5
2.2 Highready Freeaim S.5
2.3 Binocular Aim Freeaim S.6
2.4 Monocular Aim Freeaim S.6
2.5 Hip freeaim S.7

3 Weapon Positions S.8
3.1 Pistol S.9
3.2 Rifle (Lowready/Highready/Aim) S.10
3.3 Rifle (Hip/Highready/Aim) S.11
3.4 Grenades, Bladed Weapons & Equipment S.13
3.5 Infrared Laser Designator S.14

4 Sprinting & Weapon Handling S.15
4.1 Pistol S.15
4.2 Rifle (Lowready/Highready/Aim) S.16
4.3 Rifle (Hip/Highready/Aim) S.16

5 Lowready Collision S.17
5.1 Pistol S.17
5.2 Rifle (Lowready/Highready/Aim) S.18
5.3 Rifle (Hip/Highready/Aim) S.19
5.4 Lowready Collision in Vehicles S.20

6 Collision System S.20
6.1 Turning Right S.20
6.2 Looking Down S.20

7 Sling System S.21
7.1 Weapon Selection System S.22
7.2 Animations & Effectivity S.23

8 Movement S.24
8.1 Walk S.24
8.2 Jog S.24
8.3 Sprint S.24
8.4 Changing Sprinting Direction S.24
8.5 Movement Upright & Ducked S.25
8.6 Fast Walk & Run Feature S.25
8.7 Jump S.26
8.8 Stamina S.26
8.9 Stamina & Movement S.26
8.10 Leaning S.26

9 Miscellaneous S.27
9.1 Spectator Mode S.27
9.2 Game Types S.28
9.3 Armory & Equipment S.29
9.4 Custom Character System S.29
 

Kyle Kellahshehskee

[^..^]Kyle
Mar 3, 2004
228
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Metro Detroit, Michigan
Psychomorph,

I've just finished reading through your thesis on "The Ideal Inifiltration for Half-Life 2" and I have to say that other than a handful of spelling errors, the tome reads like one of my father's old military field manuals.

That being said, your presentation is 100 times better than anything I've seen in those manuals, and the level of craftsmanship is as deep as your suggestions are thoughtful. :)

By any standard, you created an amazing piece of work. If anything, I hope Sentry Studios gets you on board to craft their manual for those new to the world of Infiltration.

Many of the ideas collected there sound just too intriguing to ignore, and I hope that the team carefully considers everything you put there.

I got dishes to do, but rest assured that when I'm done I'm reading your presentation again.

As an artist and art instructor, I'm highly impressed by your sense of graphic design and illustration. Keep up the great work!

:)
 
Apr 21, 2003
2,274
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Thank you all very much.

But I´m still not comfortable with the lowready (or hip) thingy. I still would like to have it on the right mouse key, but the aim, especially how I suggested it, would suffer.
Can't help myself, but maybe they is a better solution.

I have a thought about that:
1. The lowready(hip)/highready toggle is done with the right mouse key (aim key).
2. Holding the right mouse will aim sights binocular (scope monocular), no stabilisation.
3. When aim key is held and you push the 'use key' (since it is unused when aiming), the sight will be aimed monocular and stabilized (ironsight, scope), binocular and stabilized (reflex sight) prmanent. And you don't need to hold the aim key.

But I´m not sure if this is comfortable, or good in a game.
 
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Rostam

PSN: Rostam_
May 1, 2001
2,807
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Leiden, Holland
I've only glanced through it but most of it was explained really well, so good job on that. I do disagree with the free aim bit though, I think that lowering the free aim part could make hip shooting too easy, and should thus actually be increased.

Anyway I hope someone more important (inf wise) than me also reads through it.

Also, for the collision system, does it not make more sense that when you aim up or down you will automaticly go up or down just a bit? I mean I went insane the other day, I couldn't aim at a target I saw while crouching and there wasn't enough room to prone. All I needed was to lower myself a couple of centimeters and I would be able to hit that target before he decided it was a good idea to jump in the water and swim away.
grrrr....

Same goes for aiming down, you could make yourself just a bit taller (not much of course). I like the system for left and right as it is, but being able to look sounds good (if it's possible in UT, hope the next engine makes more sense).
 
Apr 21, 2003
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@Freeaim:
In comparison to the shouldered freeaim, the hipped one is much bigger and even more elyptic, thats how I suggested it. It's like in real life, guessing where the weapon is pointed at, at the horizontal line (right, left) is easier, than guessing where it is pointed at the vertical line.
The zone as I suggested is more of a 'more or less' thing, it can be varied of course, dependant on what is good for the game. But I think the shouldered freeaim should be smaller than the actual INF hipped freeaim.

@Collision System:
I think you speak about a fluid stance change, that would be of course a good thing. The aiming over a horizontal corner like in the game Vietnam is an awesome and simple to use system, maybe that's how it could be done in next INF, both to higher the stance, or to lower when a low window is there.

The collision system I´ve explained is a different thing at all, it's just when your weapon is blocked, they is no reason for having the view blocked.
 

Rostam

PSN: Rostam_
May 1, 2001
2,807
0
0
Leiden, Holland
Looks like I misunderstood the freeaim system you suggested.

That Vietcong thing you mentioned as an example, funny thing. I suggested that like years ago in a "brain" feature. Where INF recognises the hight of the cover for you to duck behind when in need of cover or the hight of the obstacle you want to jump on so you don't waste stamina (and can't bunny hop).
 
Apr 21, 2003
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Yes, I emember your 'brain' feature, that is definitely a good thing for combat.

I still think about how to implement the lowready into the whole. What about that, I think it works (see attached picture):

1. Lowready
The weapon is low and you have a free view.
MG's and other are held at the hip.

2. Highready
Pushing the aim key will take the weapon to highready.

3. Aim (Monocular)
Holding the aim key will aim the sight monocular and stibilize it.

4. Aim (Binocular)
Releasing the aim key will keep the weapon aimed, but binocular, which allows to track targets fast and 'reaim' on them.
Also the weapon can be easily used that way (binocular), because due to freeaim it is possible to lower the transparent sight image like the actual aim in INF.

Of course it is possible to switch to binocular aim instantly, by holding the aim key and releasing it before the animation ends, which will skip the monocular aim. Once binocular, hold the aim key again to finally aim monocular.

Pushing the aim key when aiming binocular will take you to highready.
All that like explained in the pdf document.


That explaines of course the ironsight aim. Scopes will be used the same, but the binocular aim is the monocular scope aim then.
Red dot and reflex sights have no monocular aim (if option set).
 

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gal-z

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May 20, 2003
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To search targets IRL I still would (and I think most people would too if they think about it) go back to highready rather than binocular.
When monocular aiming, you don't always want to hold your breath. Sometimes u want to aim at the target, breath a little more and THEN stabilize your weapon and fire (usually for really long range or when target is popping in/out of cover).
If you're well-trained doing it, you should probably always aim with binocular mode, no matter if u want to stabilize/hold breath or not.
 
Apr 21, 2003
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gal-z said:
To search targets IRL I still would (and I think most people would too if they think about it) go back to highready rather than binocular.
Yes, I would go to highready too, or stay binocular but lower the weapon (which is more suited if you immediately await something. The binocular aimed but lowered sight position would be the kinda uber highready).

But what I mean with searching for a target when aiming binocular is the immediate aiming for target 2 after fired at target 1. When you have to reaim on another spot, that is not very far aways from the previous, you even have no time to go to highready.
In all ironsight games the target 2 is blocked, you do not see it and have to go to highready, which makes your reaiming capabilities three times slower as it would be possible with the binocular aiming.


When monocular aiming, you don't always want to hold your breath. Sometimes u want to aim at the target, breath a little more and THEN stabilize your weapon and fire (usually for really long range or when target is popping in/out of cover).
Right of course.

And they is a possibility to use a key (like the use key) to adjust the uncontrolled monocular aim. Only when you allready aim binocular (or hold aim key for monocular aim) you can adjust the uncontrolled monocular aim.
That allows you to hold breath and release the aim key and stay monocular.
Pushing the 'use key' will switch to the binocular aim again.

When you switch to highready, this feature is disabled and the next time you aim, you hold the aim key to aim monocular controlled and release the aim key to aim binocular (as I explained earlier).

If you're well-trained doing it, you should probably always aim with binocular mode, no matter if u want to stabilize/hold breath or not.
This would be still a possibility. In CQB you literally do not need to control the gun and not need to aim monocular. Also on larger distances you can still shoot binocular.
The monocular control is less just a breath hold, but more of a stabilisazion of the sights (their alignment), which is harder to do when binocular at all (it's only easy enough, when the location in front of you is very bright).
 
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