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thetintickid

Able to use Binoculars while "turned out"

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I read through the Request Summary, all excellent suggestions.

I would like to beable to use binoculars while turned out in the command cupola in all-applicable armor.

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The limitation is that 'you' are not in the tank, a proxy is. Well, technically 'you' are are a camera inside a non-normal vehicle (man), but I digress.

Here's the relevent lines for the M1A1 from CfgVehicles:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

gunnerAction="ManActM1A1Gunner";

gunnerInAction="ManActM1A1Gunner";

driverAction="ManActM1A1DriverOut";

driverInAction="ManActM1A1Driver";

commanderAction="ManActM1A1CommanderOut";

commanderInAction="ManActM1A1Commander";

And from CfgVehicleActions:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

m1A1driver="M1A1Driver";

m1A1gunner="M1A1Gunner";

m1A1commander="M1A1Commander";

m1A1driverOut="M1A1DriverOut";

m1A1commanderOut="M1A1CommanderOut";

And the all-important data from CfgMovesMC:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">

class M1A1Commander:Driver

{

file="M1A1Commanderstat.rtm";

speed=10000000000.0;

looped=1;

variantsAI[]={"M1A1CommanderV1",0.7,"M1A1Commander"};

interpolateWith[]={"M1A1CommanderV1",0.5};

equivalentTo="M1A1Commander";

interpolationSpeed=1;

};

class M1A1CommanderV1:M1A1Commander

{

file="M1A1Commander.rtm";

speed=-4;

looped=1;

};

...

class M1A1CommanderOut:Driver

{

file="M1A1CommanderOutstat.rtm";

speed=10000000000.0;

looped=1;

variantsAI[]={"M1A1CommanderOutV1",0.7,"M1A1CommanderOut"};

interpolateWith[]={"M1A1CommanderOutV1",0.5};

equivalentTo="M1A1CommanderOut";

interpolationSpeed=1;

connectTo[]={"M1A1CommanderOutDying",1};

};

class M1A1CommanderOutV1:M1A1CommanderOut

{

file="M1A1CommanderOut.rtm";

speed=-4;

looped=1;

};

class M1A1CommanderOutDying:DefaultDie

{

actions="NoActions";

file="M1A1CommanderOutsmrt.rtm";

speed=-1;

looped=0;

soundEnabled=0;

connectFrom[]={"M1A1CommanderOut",1};

};

class M1A1CommanderOutDead:M1A1CommanderOutDying

{

actions="DeadActions";

file="M1A1CommanderOutsmrt2.rtm";

speed=10000000000.0;

terminal=1;

connectFrom[]={"M1A1CommanderOutDying",1};

connectTo[]={"DeadState",1};

};

The point here is that under the existing system there is a fixed anim assigned to the vehicle proxy position, and not to the status of the proxy. That's why if you move your head around inside a cargo position in MP, others don't see that.

There's a significant performance and processing advantage to using proxies over setpos'ing from the engine logic standpoint. However as currently implemented it severely limits a number of playability options, such as switching to binoculars while turned out.

If on the otherhand anims could be linked to actions instead, with only default anims defined for the slots - ie switch to a given anim on getting in etc, but not switching to an anim based on where you are - the structure could be expanded by BIS or the community to support most anything.

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I think OFP 2 in general should feature more realistic binocular use. Propping your arm against the ground would make it more steady. Trying to view binoculars whilst unbraced makes your visual area shake a bit. This could mean the difference between catching a critical detail off in the distance or not.

It's debatable as to whether it's necessary but it's a small thing that could definitely add some dimension to the game.

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