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Rg

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Everything posted by Rg

  1. Good news arktan, I made a post about this awhile ago. http://www.flashpoint1985.com/cgi-bin....=rg7621 The first section deals with this..... ................................................................ Since I now know more about how the game works, all we need now is the tools. The above pictures are incorrect, because it's not a matter of raising the gun, you can't, it's part of the 3d modeling and animations, it's a matter of moving your head camera down and closer to the weapon (when in ironsights, thats a different head camera). When we can edit p3d files, I will try to make a standalone mod that moves your head camera down toward the gun which will solve this issue, but there is one problem that I see occurring. The g36 and guns that are taller might block a lot of our view. For me, it won't be a big deal, because I use full freeaim and can aim the weapon toward the ground, but for people that don't use it, might not like it. Thanks for posting this pic. It's a damn shame they didn't keep this head camera position. This is a comparison that I will use. When I start testing it, I will see what comes up, but now we wait...........
  2. Hi, I need some help with making a config. I thought I understood enough to make my own, but I have hit a brick wall. All I want to do is modify current config data, not create something new. For instance, I want to adjust and fix many FOV values from vehicles (cars and people) to weapons. I successfully did all this the long way by extracting various PBO’s and repacking them after modifying the config’s, but obviously this is not an option for making a small sized addon to download. I made 2 small SIMPLE test addons that I hope someone can quickly look at and tell me whats wrong. For the purpose of this test, all I did was change the “class ViewPilot {initFov}†to “.42†under “class CAManBase†instead of the default “.95†(INGAME you would automatically be zoomed in and not be able to zoom anymore, *just for this test purpose) If I extract “characters.pboâ€, change that value, repack the pbo, and run that pbo from a mod folder, it works fine, but when trying to make a config addon, I fail. Here are the test files to download (test1 & test2 addon folders with pbos and also the separate configs). Test1 has a lot of class references included, whereas Test2 has more “External class referencesâ€. 21KB File ---------- RAPIDSHARE - http://rapidshare.com/files/34205606/ArmA_config_tests.rar.html FILEFRONT - http://files.filefront.com//;7645659;;/ Also below is a snipet from “test2â€. I cut a little bit out, but still, I would think even this much would work. (NOTE - the dashes are not in the config, I just added them to line everything up like you would see in the config.) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">//test2 #define ReadAndWrite 0 #define ReadAndCreate 1 #define ReadOnly 2 #define ReadOnlyVerified 3 #define true 1 #define false 0 #define private 0 #define protected 1 #define public 2 #define VSoft 0 #define VArmor 1 #define VAir 2 #define LockNo 0 #define LockCadet 1 #define LockYes 2 #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 class CfgVehicles { -----class All; // External class reference -----class AllVehicles; // External class reference -----class Land; // External class reference -----class Man : Land { ----------class ViewPilot; // External class reference -----}; -----class CAManBase : Man { ------------picture = "\Ca\characters\data\Ico\i_null_CA.paa"; ------------Icon = "\Ca\characters\data\map_ico\i_wojak_CA.paa"; ------------moves = "CfgMovesMaleSdr"; ------------boneHead = "head"; ------------bonePrimaryWeapon = "weapon"; ------------weaponBone = "weapon"; ------------triggerAnim = "ca\anims\characters\data\anim\sdr\trigger.rtm"; ------------woman = false; ------------faceType = "man"; ------------minGunElev = -80; ------------maxGunElev = 60; ------------minGunTurn = -1; ------------maxGunTurn = 1; ------------minGunTurnAI = -30; ------------maxGunTurnAI = 30; ------------class HeadLimits; // External class reference ------------minHeadTurnAI = -70; ------------maxHeadTurnAI = 70; ------------// internal camera viewing limitations ------------class ViewPilot : ViewPilot { -----------------initFov = 0.4; //edit was .95 <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< CHANGE IS HERE -----------------minFov = 0.4; -----------------maxFov = 1.1; -----------------initAngleX = 8; -----------------minAngleX = -80; -----------------maxAngleX = 45; -----------------initAngleY = 0; -----------------minAngleY = -125; -----------------maxAngleY = 125; -----------}; //from CHARACTERS };
  3. Rg

    Screen Bobbing

    The only thing that comes to mind is screen resolutions and refresh rates. It looks like your monitor doesn't know what resolution to stay at. It's a long shot, but test various resolutions and refresh rates from your desktop AND ingame. Try lots of different combos from each.
  4. Rg

    Non-blinding sun mod

    Looks really good man. I would love to see it in action
  5. I am working on a kind of "system" for open and close quarter combat. I won't go into details now (because it's a personal tweak, but maybe others will like it if at some point I can make it in addon form), but I have one other thing to do. What I am hoping to be able to do is treat normal player zoom the same way optic zoom works. What I mean by this is - Right now you can stay zoomed in or zoomed out after using the “+†and “-“ keys when in optic view (gun/scope/binocs), whereas, when you are not in optic view (normal player NOT looking down the sights/scope), once you let go of the zoom in key “+â€, it automatically zooms back out. I am hoping there is someway to treat non-optic zoom the way optic zoom works. Maybe there is someway of tricking the game to do this? Characters.pbo config - allows you to adjust non-optic FOV Weapons.pbo config - allows you to adjust opticZoom Bin.pbo config – I am not sure what happens when changes are made here. Similar adjustments can be made here, but they don’t seem to work. I did a few tests by adding lines of code to the Characters.pbo config, under........ class CAManBase : Man { class ViewPilot : ViewPilot { (such as....) optics = true forceOptics = true opticsZoomMin =x opticsZoomMax =x distanceZoomMin =x distanceZoomMax =x (but this did not work) I also tried that in the Bin.pbo config under.... class ViewPilot { (same outcome) Any ideas of how to achieve what I am after? (stay zoomed in or out like you can in optic mode)
  6. I really need some help here. Anybody have any idea as how to aquire this? Just to be extra clear........ For example: ------------------------ *In OPTIC view, you can Zoom In/Out... 1) ...By holding right mouse button to zoom in and then letting go to zoom out 2) ...By pressing the +/- keys. (+) to stay zoomed in / (-) to zoom back out *In NORMAL view, you can Zoom In/Out... 1) ...By holding right mouse button to zoom in and then letting go to zoom out 2) ...??? (This is the function I want to have. I want to have the optic function for the head camera.) ---------------------- Instead of making an optic "Memory Point" where your head "Memory Point" is (I'm guessing that might be an option), is there something that can be added to the config to get this function? So, does anybody have any ideas/guesses on how to make your head camera also have an optic function?
  7. Rg

    Desert Island

    Thanks ocramweb, Awesome fps for people with lowend machines
  8. lol! is it because there isnt a porper mod tools or is that locked? mod tools
  9. Rg

    1.06 Changelog?

    Any idea what this means? http://community.bistudio.com/wiki/ArmA:_Version_History#Version_1.06
  10. That is a weird issue. Hm.......do you have any relation to lucifer?
  11. I am working on a kind of "system" for open and close quarter combat. I won't go into details now (because it's a personal tweak, but maybe others will like it if at some point I can make it in addon form), but I have one other thing to do. What I am hoping to be able to do is treat normal player zoom the same way optic zoom works. What I mean by this is - Right now you can stay zoomed in or zoomed out after using the “+†and “-“ keys when in optic view (gun/scope/binocs), whereas, when you are not in optic view (normal player NOT looking down the sights/scope), once you let go of the zoom in key “+â€, it automatically zooms back out. I am hoping there is someway to treat non-optic zoom the way optic zoom works. Maybe there is someway of tricking the game to do this? Characters.pbo config - allows you to adjust non-optic FOV Weapons.pbo config - allows you to adjust opticZoom Bin.pbo config – I am not sure what happens when changes are made here. Similar adjustments can be made here, but they don’t seem to work. I did a few tests by adding lines of code to the Characters.pbo config, under........ class CAManBase : Man { class ViewPilot : ViewPilot { (such as....) optics = true forceOptics = true opticsZoomMin =x opticsZoomMax =x distanceZoomMin =x distanceZoomMax =x (but this did not work) I also tried that in the Bin.pbo config under.... class ViewPilot { (same outcome) Any ideas of how to achieve what I am after? (stay zoomed in or out like you can in optic mode)
  12. Rg

    Armed Assault so far....

    Well, I disagree. The fact that the view no longer bobs crazily makes it possible to move and shoot in a fashion that is MUCH closer to real-world capabilities than before. You can think this is a "trivial" change and doesn't do anything, but for me and many others, it is a very significant and useful change. To be honest, I probably wouldn't be playing this game right now if they didn't fix the "view locked to ironsight" issue. It was that big of an issue for me.
  13. You gave me a great idea. Hear me out.....you get yourself a portable fan and bottle of water......haha jk. The beauty of this addition is that you don’t need any new buttons. All that would happen is that your action button would be a temporary function, so you hold it down to flip through the action menu (keybinding the action button to the mousewheel). Then let go to perform the action. When you don’t have the action button pressed, your mousewheel acts as a control for your speed. By default, the walk is too fast and the run is too slow. To quote myself again, “It would look like this..... - Walk (slow) = mousewheel DOWN when in walk mode - Walk (fast) = default speed - Run (slow) = default speed - Run (fast) = mousewheel UP when in run mode†This doesn’t hurt you or your precious nostromo. Instead, it would give you and everybody else an OPTION for more control of your player. We shouldn’t have to use the evasive forward function to sprint. If run and sprint are controlled by mousewheel up, that would also solve the few complaints early on with this game about a smooth transition from sprint to run. Ex. If you want to sprint for a few meters then slow down to a run/jog, you can’t do it. Right now you have to come to a complete stop, by letting go of W, then start running/jogging again. Also, the CQB/SpecOP/Stealth part of the game would benefit greatly, because right now it lacks with the current speeds (they work well for open area combat, but BIS gave us huge towns/cities, so why not improve on the CQB/SpecOP/Stealth aspect?). Of course I can’t guarantee this exact method would be the best/easiest way to implement, but I think this would be the least harmful and most beneficial to the community. Here is a quick <span style='font-size:12pt;line-height:100%'>VIDEO</span> that shows the lacking stealth aspect of the game and how it can easily be improved.... HQ download - http://files.filefront.com//;7312889;;/ LQ youtube stream - http://www.youtube.com/watch?v=oZGnFJvkJKE If you are wondering, I am using ThePredator's "Authentic sound & weapon Mod". No crazy zoom and freeaim ironsights with TrackIR is the only way to play this game *PLUG for him - If you have any knowledge of configs and modding ofp/arma and are interested in what you see, PLEASE contact him and work with him. He's on a great track, but right now hes doing this all solo, so please help if you can. I will also update my first post.
  14. Agreed. It is definitely an improvement over ofp, but it still could use a little bit of work. Sadly, as you pointed out, stealth play is pretty much absent with the current Walk/Crouch Walk speeds. My suggestion is nowhere near perfect, but given what is reasonably possible to do without hurting anyone else by revamping the current system, these extra options would be a huge step forward.
  15. eeek, please don't turn this into another "jumping thread" On topic please. Obviously, I am not asking for the Splinter Cell/H&D system, but a modified version of ArmA's current system, that ADDs a few OPTIONS for those that want them (I wouldn't be surprised if the majority of players would like and accept these options once they tried them out themselves).
  16. Thanks for the positive responses so far. Exactly . It won’t hurt anybody and will benefit many. The problem with your 10 “speed stages†is it would change the movement system of this game entirely. That’s why I asked for an “optional†slow walk/fast run, because it leaves the controls the same for people that don’t want this feature, but people that do want it, it would be right there for them to use. No harm no foul. To you (Messiah2) and Dallas, from my post, “Now, your probably saying, “but the mousewheel is currently assigned to the action menuâ€. Well, it shouldn’t be difficult to assign an “action menu button†so when you press and hold it, you can use your mousewheel to move up or down in the action menu. Then when you let go of that button, you go back to controlling your movement speed – UP for fast run / DOWN for slower walk.†I still wonder why games haven’t moved away from the old on/off walk/run system. Your choice of only 2 speeds is too limiting. As in real life, you should be able to move from a creep pace to a full sprint smoothly with different stages of speed in-between.
  17. Rg

    Harrier Take Off and Landing Demo

    Very thorough, nice job
  18. Rg

    Change FOV?

    First of all, diddo what dwinger said. Secondly, I don't think I was being clear because I don't actually enable trackIR zoom. I'm constantly leaning forward and back so that wouldn't work out for me. What I meant to say is the normal field of view (not zoomed at all) seems not zoomed out enough. It seems more apparent with TrackIR because of all the head movement. With no peripheral vision it's like fighting with blinders on. Hey man, I have the same issuse with the game too. Unfortunetely, you will have to live with it / use a mod / or mod it yourself. It's pretty simple, but time consuming, because when you go into ironsight mode, each weapon class has its own FOV setting. If you want to get rid of the initial zoom on all weapons, make the min/max fov in your weapons.pbo to default like 95 or whatever you wish. But let me say, if your playing by yourself or online with buddies, download ThePredator's "Authentic sound & weapon Mod". Along with the awesome sounds, he makes many other adjustments. One being changing the FOV on almost all weapons (at4 is still zoomed in and I'm assuming the rpg is the same way, I think he just hasn't got to that yet). So, now if you are in ironsight mode, it will be like you are in normal mode with very little zoom (almost completely unnoticeable). Now, you can stay in ironsight mode and not be completely disoriented. Trust me, download it, I think you will be pleasantly surprised at how much better this is with TrackIR and even without. Here's the link. http://www.flashpoint1985.com/cgi-bin....t=60076 *PLUG for him - If you have any knowledge of configs and modding ofp/arma and are interested in what you see, PLEASE contact him and work with him. He's on a great track (I can't go back to "vanilla ArmA"), but right now hes doing this all solo, so please help if you can.
  19. Rg

    US Demo Released

    well personally i would like it to be weapons like you choose binoculars, you take out your binoculars, then you press ironsight, you bring up the binoculars, press again you put it down, if ppl have no idea what i(or we since i share the same as others) am talking about, take a look on S.T.A.L.K.E.R. , they are the closest example for our suggestions. Brilliant suggestion and it shouldn't be too difficult to do (I would think). This would allow you to walk with them in your hand and adjust your position if something is in your way, ect.
  20. Rg

    Will you still play ArmA?

    This is kind of a cheap blow to bis. We've heard nothing about it, then they release the some info and screen, to take away from the upcoming US (last release). So, people unaware of the whole situation will think that OFP2 is the real sequel to OFP (you can read some of the comments in that link) and if they are even aware of ArmA, they probably will think that it's a different game, unless they have tried it. Maybe I'm wrong, but it seems a little sleazy to me.
  21. edit: The amount of deflection required to maneuver the helicopter now is completely insane. At least at this point, I'm highly disappointed. Your freaking me out. This is NOT what I want to hear and will really be pissed if the fm is dumbed down even more. Anybody else have comments? I fly the ah/mh-6 all the time so I would probably see a difference with that, but I rarely fly the bh, so I don't dont see a point in me downloading the demo.
  22. Rg

    Mouse X Axis is much faster~

    Yea, I found this very odd. Back in OFP I kept them equal, but now that I know better I have the Y much more sensitive so X and Y "feel" equal. In Game > Probably 1 small dash mark for X and 3.5 (3 big/1 small dash I THINK, can't remember clearly) for Y In Profile > mouseSensitivityX=0.316988; mouseSensitivityY=1.000366; If you want it to be more sensitive then raise both, but the important part is a ~1/3.5 ratio between the two. If someone can get an exact ratio to make X and Y movement equal, please share.
  23. Rg

    Mouse X Axis is much faster~

    Yea, I found this very odd. Back in OFP I kept them equal, but now that I know better I have the Y much more sensitive so X and Y "feel" equal. In Game > Probably 1 small dash mark for X and 3.5 (3 big/1 small dash I THINK, can't remember clearly) for Y In Profile > mouseSensitivityX=0.316988; mouseSensitivityY=1.000366; If you want it to be more sensitive then raise both, but the important part is a ~1/3.5 ratio between the two. If someone can get an exact ratio to make X and Y movement equal, please share.
  24. *EDIT* - NEW VIDEO - Iron Sight Issues "This is a video that explains the iron sight issues and the difference between having a low FOV (default) and high FOV (modified) in iron sight/optic mode and also the possibility of having freeaim. I made this kind of quick even though it took a few hours, but I hope this makes things clearer." I also added a new picture below with comments in green and red. ------------------------------------------------------------------------------------- I have a few very important suggestions/ideas that would give players more control and awareness. Starting with...... ------------------------------------------------------------------------------------- Gun Position In First Person View ------------------------------------------------------------------------------------- a) position of your weapon in first person view. This applies to both cadet and veteran players, but changing it would be more useful for players that do not use crosshairs. The current gun position does not give you a sense that you’re actually holding the gun up to your shoulder. When you look at a soldier in game, they’re gun is pretty close up to they’re eye, but when you look at your gun placement in first person view, it almost looks like your firing from the hip. Instead of the sight line close to your eye and the butt of the gun in your shoulder (I know if you freelook, the butt of the gun is in your shoulder, but when looking straight it doesn’t give that impression). It looks like the gun is held like a firing from the hip position. I made an animation to illustrate this point.....(Notice that if your gun is higher up and closer into your body, your sense of aim (without using crosshairs) increases. This included with the free aim that is already in the game, gives players much more awareness of where your gun is actually pointed to with more precision and control then before)........... http://img144.imageshack.us/img144/970/gunmodeanimationsmall7fv.gif Sorry for my poor Photoshop skills, as this animation is clearly not accurate, but this should give you a clearer understanding of what I mean. Of course the perspective and other things are slightly off (the butt of the gun should be slightly more inward towards the center and the gun shouldn’t be as high and slanted, ect...), but you should be able to see what I’m getting at. .......and here is the default ArmA gun position with comments.... Here are two pictures taken from the RvS clips Dslyecxi posted here ( http://dslyecxi.com/bestoftactical.html ). 1) 2) The gun placement isn’t “perfectâ€, but it’s "pretty good". Here is a picture I made a while back........ IMO, I still think even these gun positions need to be slightly higher and have less of an angle looking down the barrel by moving the butt of the gun slightly more inward toward the body. ------------------------------------------------------------------------------------- Iron Sight / Optics View ------------------------------------------------------------------------------------- There is also one other thing that I want to change/experiment with (if BIS does not make the change) and that is the..... b) iron sight/optics view. Right now it’s either have your gun in the “fire from the hip†position with no zoom (high FOV) or looking down the sights with way too much Zoom (low FOV). My thought on this is to have the default FOV/Zoom when you go into iron sight mode (meaning there is no Zoom), but when you zoom into your sight, it only Zooms in slightly (maybe as much or slightly less then the default iron sight view without Zooming is). I tested this and found out that your “head camera†moves down to the butt of the gun, so when you increase your FOV to the default “head camera†setting (which is no Zoom), you get a “fish eyed†gun view...... http://img244.imageshack.us/img244/7938/arma20070105062901231yw.jpg Below is the default iron sight/optic view......... Now, to solve this (I’m guessing), you could move the position of your “head camera†forward along the Z-axis , while not changing the FOV of the entire picture, until it is at the correct position. A small FOV adjustment may be necessary, but hopefully not. Notice how aware you are of your surroundings when there is no zoom applied to the iron sight/optic view (look at the environment to the left and right of the two pictures above). I should also point out that with no zoom on phase 2 (see below for explanation), you can walk in iron sight/optic view without feeling like you are going to throw up. To make things easier, let’s call the gun lower position phase 1, iron sight/optics view phase 2, and zoomed in iron sight/optics view phase 3. Notice that without the FOV change in phase 2, you are still aware of your surroundings...... http://img62.imageshack.us/img62/1899/gunmodeanimation3small2ax.gif .....whereas with the default phase 2 with the Zoom/low FOV, your view is restricted. http://img240.imageshack.us/img240/2023/gunmodeanimation3defsma1kp.gif Here is a small pistol comparison animation.......(The left side is the modified one with no Zoom in phase 2 and the one on the right is the default phase 2 zoom of the original game when you zoom in fully)....... http://img262.imageshack.us/img262/9225/pistolmodified29cq.gif What would also be a huge improvement is if in phase 2 you can still use freeaim like Infiltration. Look at the infiltration video that Dslyecxi posted on his site - http://video.google.com/videopl....hl=en), Maybe in phase 3 when you zoom in, your gun can lock in place for the slightly zoomed in precision shot. I realize that freeaim in iron sight mode may not work like this, because there really is no “phase 3â€. All “phase 3†is, is zoom added to phase 2, so there are really only 2 modes (gun at hip and iron sight/optic mode), but hopefully there is someway to incorporate this locking feature when you zoom in. After thinking about ways to improve combat in ArmA, it’s amazing how many things are exactly as I imagined them for ArmA that are already in Infiltration. They really got their first person/no crosshair gameplay as good as possible. They give you enough visual feedback to have as much control and be pretty precise without the use of crosshairs. Also look at their grenade system ( http://video.google.com/videoplay?docid=705675169925203364&hl=en ) and M-203 ladder sights ( http://dslyecxi.com/images....hts.jpg ). ------------------------------------------------------------------------------------- Temporary Raise Weapon / Lower Weapon ------------------------------------------------------------------------------------- Now, I don’t know if this is a bug or not, but if you use the “raise gun†button, it isn’t a true “temporary†function. If you hold it for a few seconds and move your body it locks whatever position you are in, meaning if you are in “at ease†mode and you hold the “raise weapon†button to bring your gun up to be in “aware†mode, if you moved around and you want to go to go back to “at ease†mode by letting go of the button you are holding, it doesn’t go back to “at ease†mode. It locks you into “aware†mode and vice versa, so it doesn’t act as a true temporary function like “walk or run temporary†does. I don’t know if this was on purpose, but I don’t see why it would be, since there are already 2 options “raise weaponâ€/â€toggle raise weaponâ€, the first one should be a true temporary function, since you already have a toggle function for that action. If this does indeed get changed or fixed, there is an experimental idea I have for this game that would use that function. Right now as it is, if you “raise/lower†your weapon you go into “readyâ€(aware)/â€at easeâ€(careless) mode. I am hoping that there is some way to incorporate a “raise/lower†weapon feature while keeping you in the “readyâ€(aware) mode. This isn’t as easy as a task as the two ideas I posted above, but there would have to be a change in the animations to a) have the gun pointed down towards the ground by default and you have to hold a button to bring up your gun so your in the “ready†position when you spot a tango (think of what you see in RvS or Swat, when the AI or another person point the gun to the ground and only raise it when necessary OR b) keep the gun up by default and when you hold the “temporary raise/lower weapon†button, your gun lowers to the ground to give you a less obstructive view. Now if this working “temporary raise/lower weapon†button is implemented correctly, this could possibly also be used when in iron sight/optic view (phase 2) similar to this picture from Infiltration. It would give you a better view when you need it, but still keeping you in the iron sight mode ( http://dslyecxi.com/images....iew.jpg ) It could either be where you press or hold a button to bring up your weapon to the “ready†position or it could be reversed, so that you are always in the “ready†position and you press a button to lower your weapon, so that you can have a less obstructive view. The first option would be interesting, but the second seems more user friendly, since it would be used less. ------------------------------------------------------------------------------------- Fluid Movement Option ------------------------------------------------------------------------------------- I will just quickly mention this, because it’s not a “necessary†change and only BIS could implement it, but what would be very interesting is to see a “fluid movement†function in this game. Think of the movement speed system that was in Hidden&Dangerous and Splinter Cell. You would control your players speed by the mouse wheel up/down. Now some may hate this idea, but I’m asking for an option to control your speed this way. Frankly, I hate that evasive forward isn’t a toggle/temporary function like “walk/run temporary/toggle†is (you have to let go of W to stop, you can't slow down smoothly). You may be thinking about a conflict with the action menu and mouse wheel, but I would think it would be possible to have a button to bring up the action menu to scroll through with your mouse wheel, but when you close out the action menu, your mouse wheel controls your speed once again. For example, if you are walking at the slowest speed and hit the action menu button, you can still walk, but you cannot change your speed until you close out the action menu, because while you have the action menu open, the mouse wheel is used to scroll. This is just an interesting suggestion. Everything else I talked about I feel strongly about. ------------------------------------------------------------------------------------- Closing ------------------------------------------------------------------------------------- In closing, I would love for BIS to change some of this if not all, but realistically I don’t know if they would change something like this since the game is already out (although the huge 505 release is still 1 month away), but if any of you are reading this, please seriously consider these changes if you haven’t already done so. Since the possibility for BIS to change some or all of these things is probably slim (I hope not though), I want to fix what I can myself or with help, or maybe even a mod team was thinking of fixing some of these. Everything should be doable, except for the temporary raise/lower weapon function and the fluid movement function, which would have to be changed/fixed by BIS. The rest might (and I hope), as a temporary fix, be as simple as lowering your “head camera†downward and slightly towards your gun for phase 1 and moving your “head camera†forward along the Z-axis for iron sight/optic view (phase 2). If this is the case, how do you make an adjustment like this? Is it a matter of changing a few numbers in a file or do you have to use a 3D modeling, animating and rendering program like Maya, LightWave, or Oxygen, which means we have to wait for the tools to be released? If you made it this far, thanks for spending the time to read this long post. If you have comments/suggestions/advice, please respond. Thanks, Rg
  25. http://www.flashpoint1985.com/cgi-bin....t=57336 Good news, read the last (newest) post I made. Sorry Predator for posting that in here, but what are you currently doing as far as zom goes? I assume your getting rid of the extra zoom function we have, but not the initial zoom applied to the optic view? Or do you actually have a way of getting rid of the initial zoom and not get the fish eye effect?
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