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Sonsalt

Real weapon handling

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Hi

There is something that is bothering me for some time now. Aiming with weapons is quite static. Unless one is wounded, there is little movement going on.

It would be real good if the optics would fade always a bit.

In reality one is not able to aim straight while standing. The longer you aim the worse it gets.

This is exactly what I want to do

In order to make something like this happen, I need some help.

Do you know how to change this??

Greetings Sonsalt

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Greetings ,

I understand what you are talking about, and you are correct. I'm not a scripter but for the part where you would move a little, is possibly simple.

Youre script of course would need to be

1. time/unit pos based

2. Either using the random in script for how long fatigue simulation would take or just time in that pos. Now big thing to remember is that no one has the exact stamina in anything. Some may be able to hold an up firing pos for 5-10 minutes (doubtful but not impossible) and still be somewhat accurate. Others 1-2 minutes. That is why snipers pull off their best shots in the prone pos.

For the movement, when wounded in OFP, your aim goes from bad with a slight wound to almost bouncing when seriously wounded.

For AA, I'm not sure since when I usually get shot it seems that the AI has an almost perfect kill ratio (I would say this rather unrealistic, less you are against Special forces, with these fellows their weapons become an extension of their bodies.

Hope I helped, even if a little, and hopefully someone will offer to write you a decent lil script.

Happy Holidays

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For AA, I'm not sure since when I usually get shot it seems that the AI has an almost perfect kill ratio (I would say this rather unrealistic, less you are against Special forces, with these fellows their weapons become an extension of their bodies.

What do you mean? I get missed by the AI all the time. I would say that I get missed by them more often than I get hit by them. When I get hit by them it's usually when I'm static on open ground, and then it's my fault. I would complain if I didn't get hit first round if I was static, in an open field inside of 200 meters.

When you are hit in ArmA, the weapon's sites go in and out of alignment and they bump around. It's the same effect as in OFP, only not so pronounced because your weapon isn't welded to your face like in OFP.

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The ratio for the AI is defined somewhere else.

As stated above my primary concern is the handling of guns for humans.

The player should feel that he is holding his weapon while he stands.

This must be set somewhere, but I just can't find it.

Therefore I truly need some help

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The ratio for the AI is defined somewhere else.

As stated above my primary concern is the handling of guns for humans.

The player should feel that he is holding his weapon while he stands.

This must be set somewhere, but I just can't find it.

Therefore I truly need some help

I'm not sure you can have a game that plays well and has much different weapons handling than ArmA. OFP 2 claims to have something that is different yet better, so it should be fun finding out their solution to that simulation aspect.

The problem with arma, and for games in general, is that you're always aiming because you can't really specify when you want your gun up to your face and when you don't... and I think that having a button to raise your rifle would be cumbersome. The result is that your arms don't get tired, and your aim doesn't get shaky. I agree that this makes for some pretty unrealistic situations- like someone wandering around with a fully loaded m240 shouldered and aiming forward the whole day.

I think that if you were able to somehow control the elevation of the firearm and then script fatigue jostle or something after you have your gun up for too long, that that would be the best way to go about it.

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Well, if you aim your breathing gets heavy already. All we need now is the same effect to occur like you where running.

The running effect already causes some weapon sway.

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It´s a config thing.

back in ofp you had different sway values for each position.

prone was best standing was worst.

guess it didnt change in arma.

to be honest how long are you standing around aiming?...

drop down...

i´d never aim more than 10 seconds standing, not even in RL

if you stop you reload, if you dont reload you aim...

similar could be applied for aiming.

on the other hand you could place your weapon on some obstacle and use it as a guide, but dunno if thats possible in arma, prolly not. then again that sway would be in the way..

anyway

i think it works fine the way it is

if you wanna aim for longer periods drop down.

aiming whilest standing isnt such a great idea..

youre a big target then you know

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