yurches bigass weapon thread.

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yurch

Swinging the clue-by-four
May 21, 2001
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Weapon modeling in general, needs some improvement. Here are the suggestions I have developed over time...

1: Usage of the 'bob' to cause the appearence of inaccuracy.

Right now, inf appears to be using firing cones to cause inaccuracy while moving, and this is "synced" with the apparent arc of the gun. Thats all fine and dandy, but it causes some problems.
a) The gun will hit in another place then it is pointing. This is most evident while running, as it seems that a higher percentage of shots that should be thrown sideways hit near the target.
b) Its not very convincing. Most people with firearms/military agree with me, the gun bobs from the wrong axis - the gun should be moving around more towards the front then the back - it seems the gun is rotating around on your chest.
c) The breathing effect makes no difference where the shot hits - only in the alignments of the sight/scope (which isn't right, considering scopes don't do that to my knowlage)
My suggestion?
Abandon the use of only using "bob" for weapon movement. Forcefully, and manually, move the gun around - much like how the gun is kicked around, but with a smoother motion. Eliminate the firing cone. However, a small amount of bob must be kept to keep the sights from staying aligned as it moves around.

2: Weapon sensitivity: Yeah, Ive brought this up before. I still suggest a system similar to the one currently being used in the RA mutator. A lot of people don't like it, but then again alot of people don't like anything that prevents them from scoring easy kills :rolleyes:. It takes getting used to, thats all.

3: A weapon waggle. The involuntary muscle reactions that plauge every shooter, they are a big factor in shooting - and frankly I laugh whenever I see someone standing straight up while holding the gun rock-steady. You would not be able to control this through the breath function. Be worst while standing, and crouching and prone would make it easier to control.
Another factor that could be implemented with this is "shooter stanima" - a person firing off a particularly abusive wepon (robar, PSG, DE, M203, perhaps even the shotguns and AK) off repeatedly will have the muscle bob increased. Same thing would apply to holding a heavy weapon in aim mode without support.

These are a compilation of my ideas on shooting in inf thus far: If I remember what else I wanted added, I will add that to the list.
I plan to attempt to touch on these issues in the RA mutator - but of course if the inf team decided to adapt these in a more profesional manner - Im all for it.
 

McMuffin

The sh¡ttiest Infiltrator
Jul 30, 2000
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I like it.

Sounds really hard to code, but isn't everything that's worth doing hard?
 

RAZZ

aka FURY13RT
its not the weapons themselves, its their behavior.

alotta 'hardcore' projects never attempt to work in the kind of detail you just described.
(most get happy with the traditional cone of fire setup and stop)

inf is already extreme far as fps games go.
Worrying about this kinda accuracy, its over the top.

I think thats a good thing.
(Dont just spank the competition, kick em in the groin and gang stomp em while their down :D )
 

LoTekK

Peon
Jul 26, 2001
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abso-fucking-lutely, yurch! :tup:

3: A weapon waggle.
night's edge (yes, i finally got around to trying it out) had a good weapon waggle that was especially evident with scopes when standing... crouching reduced it, but not removed it...

the same mode also had the gun flying all over the screen when running, though not "bob" was present, so the sights still stayed aligned... :con:

(Dont just spank the competition, kick em in the groin and gang stomp em while their down :D )
damn straight... :D
 

FiringAimlessly

NOT going to waste another minute on CS!
Sep 18, 2001
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Oh HELL yeah!

But then I approve of anything that makes the guns in INF play more like real ones. ^^

Should these features occur client-side or server-side?

And has anyone already posted on the NE boards about the lack of horizontal bob yet? I don't feel like doing a search right now. ^^;;

EDIT: Did the search. Found nothing. Posted in Feedback forum.
 
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DamienW

I'm no stranger to sarcasm, sir
Feb 4, 2001
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Yurch, you have the art to say things in the good way ... I second those suggestions (although the note that the brething effect doesn't affect the hit is already in warren's weekly update)
 

spm1138

Irony Is
Aug 10, 2001
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Hell yeah!

What Yurch said!

The weapon's bob seems a bad compromise given the rest of the interface. I think they should make it so you see where the weapon bobs and it isn't just a randomised cone.

Weapons sensitivity... definitely. Tie it in with the weapon waggle somehow so when you make big movements (especially when turning prone) you take a second to steady things again.

Weapon waggle and shooting stamina. Again, definitely. Perhaps aiming with a whopping great chunk of metal on your back could make this harsher, too?

This might seem anal retentive, but Firearms has shown us what can be achieved and worse still (for the team :D ) given us some idea of what could be achieved.

(If you can get any of that in RA sometime, we'll all be very happy computer-game realism nerds).