HyperU2 11 Posted August 27, 2010 I wonder if it might not be able to be changed easily with how it's currently set up. I think the engine just detects if bullets are landing close to the player and adjusts his stress based on how close they come, I doubt it checks to see who's firing the bullets. Perhaps that's an easy thing to add to the check, perhaps not. I for one wouldn't care if it all went away, the shakes generally come after the fight. No need to have a script create stress during an already stressful time. Share this post Link to post Share on other sites
celery 8 Posted August 27, 2010 I for one wouldn't care if it all went away, the shakes generally come after the fight. No need to have a script create stress during an already stressful time. To be honest, me neither. The degree of suppression is different between individuals and I have seen different players react differently when being shot at: someone panics and doesn't do anything, someone immediately runs to cover, someone fires back but really badly and someone fires back dead accurate. Since the suppression feature doesn't even count bullets that fly past you but only the ones that hit something besides you, it's a bit pointless. Share this post Link to post Share on other sites
polar bear 10 Posted August 27, 2010 (edited) I agree, it's quite annoying. The main thing that causes this for me is the lousy collision detection. My gun looks like it's pointed around some wall, then I fire and the bullet hits the wall. :plain: Bingo. THIS is what needs to be fixed. Often happens to me when I'm proned behind a rock. I have a clear view of the enemy in my sights but when I pull the trigger I hit the rock--it is too difficult to judge when you're going to be able to fire over the rock, and when you're going to hit it. In real life you would be very aware of whether the barrel of your gun is over the rock or pointing at it, so this is a UI bug in ArmA. There should be some visual indication of when your gun is blocked, either by properly rendering the location of the barrel or else doing something with the crosshair. Edited August 27, 2010 by Polar Bear Share this post Link to post Share on other sites
11aTony 0 Posted August 27, 2010 In OPF you could even kill yourself by shooting infront of yourself. Share this post Link to post Share on other sites
maddogx 13 Posted August 27, 2010 In OPF you could even kill yourself by shooting infront of yourself. Those were the good old days... when every bullet had a damage radius. :D Share this post Link to post Share on other sites
giorgygr 61 Posted August 28, 2010 (Back from vacations..) YES!..it's quite annoying to try to shoot from windows and get that "effect" Another UN-possible solution is an "Action" to "open window"..but realistically the BI guyz can just negate that effect on self.. :/ Share this post Link to post Share on other sites
sparks50 0 Posted August 28, 2010 (edited) In the game its hard to get a sense where the rifle muzzle is compared to real life. In addition to this, there is bad geometry. So this really needs to be solved. Edited August 28, 2010 by sparks50 Share this post Link to post Share on other sites
galzohar 31 Posted August 29, 2010 There's discrepancy between 1st and 3rd/actual person view which often makes it impossible to avoid shooting into things, and besides even if you shoot into something accidentally you shouldn't lose all your breath instantly as if you basically almost died and saw your entire life go before your eyes. Share this post Link to post Share on other sites