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PostPosted: Sun May 26, 2013 3:07 pm 
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These are just some features that I believe would be great assets for modders. I thought I'd put them in a single post to avoid cluttering up the suggestions forum.

Externalized accuracy multipliers for crouching and walking
Seperate accuracy and spread values. Am I the only one who thinks it's weird that shotguns have a significantly reduced spread when prone as opposed to walking?
Support for weapons that can be fired while running and weapons that can only be fired while standing still
Support for weapon failure, where the weapon can stop working or kill the user
Support for firing delays.
Support for interruptible cycle animations and reload animations
Variable projectile and paratrooper speeds for calls.
Externalized ranks
Support for different models based on rank
Support for seperate corpse models. Playing with a high body cleanup threshold is really difficult :(
Support for reduced rotation speeds for infantry weapons

I understand that many of these won't be implemented since you have to put the vanilla game first. Sorry if these have already been posted.

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PostPosted: Sun May 26, 2013 3:42 pm 
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MrNuckFuggets wrote:
Externalized accuracy multipliers for crouching and walking
Seperate accuracy and spread values. Am I the only one who thinks it's weird that shotguns have a significantly reduced spread when prone as opposed to walking?

I suppose these two suggestions are the same, or at least in RWR they would be same. There are stance multipliers for prone, crouch, still and walk which get blended with weapon accuracy, and spread controls the maximum how much the bullet velocity vector can get offset due to inaccuracy.

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Variable projectile and paratrooper speeds for calls.

Speed as in dropping speed or how fast the call is delivered? Call execution speed can be controlled. Dropping speed for projectiles can be controlled to a degree with pulldown_in_air (gravity). Paratrooper skydiving speed will be likely externalized when character configs become external. Vanilla RWR probably needs only one character config per match, but I could see at least per-faction character configs being made, possibly per-model.

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Externalized ranks

In 0.89.

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Support for different models based on rank

Will happen.

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Support for firing delays.

As in specific moment in animation that triggers firing to start? Will probably happen. It works for those close range action weapons such as medikit already, but hasn't been hooked up with projectile shooting.

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Support for weapon failure, where the weapon can stop working or kill the user
Support for interruptible cycle animations and reload animations
Support for seperate corpse models. Playing with a high body cleanup threshold is really difficult :(

Probably won't happen.

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Support for reduced rotation speeds for infantry weapons

There is no rotation speed.


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PostPosted: Sun May 26, 2013 10:51 pm 
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Quote:
I suppose these two suggestions are the same, or at least in RWR they would be same. There are stance multipliers for prone, crouch, still and walk which get blended with weapon accuracy, and spread controls the maximum how much the bullet velocity vector can get offset due to inaccuracy

I'm sorry I was unclear. I was referring to the pellet spread of shotguns in this case. Currently, when prone, the pellets spread much less than if the player is walking. What would be more realistic would be a shotgun that had the exact same pellet spread at all times. When the character is moving, the axis of the pellet cone would point slightly away from the crosshair, when prone, it would point closer to the crosshair. This would preserve an accuracy difference without actually having to change the spread of the pellet cone.

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Support for reduced rotation speeds for infantry weapons
There is no rotation speed.

What I meant was support for infantry weapons that force the player to turn slowly while standing or crouching, like a vehicle turret or a prone player.

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PostPosted: Sun May 26, 2013 11:23 pm 
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MrNuckFuggets wrote:
Quote:
I suppose these two suggestions are the same, or at least in RWR they would be same. There are stance multipliers for prone, crouch, still and walk which get blended with weapon accuracy, and spread controls the maximum how much the bullet velocity vector can get offset due to inaccuracy

I'm sorry I was unclear. I was referring to the pellet spread of shotguns in this case. Currently, when prone, the pellets spread much less than if the player is walking. What would be more realistic would be a shotgun that had the exact same pellet spread at all times. When the character is moving, the axis of the pellet cone would point slightly away from the crosshair, when prone, it would point closer to the crosshair. This would preserve an accuracy difference without actually having to change the spread of the pellet cone.

All right, got it. I don't think it will be much improved in that regards, as the shotgun model is already good enough for vanilla. Stance factors for it will be largely made equal once it's possible, and spread will continue to work as it does with weapon accuracy. The way multiple projectiles are handled in RWR is hardly ideal, but it works well enough for what it was meant to do.

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There is no rotation speed.

What I meant was support for infantry weapons that force the player to turn slowly while standing or crouching, like a vehicle turret or a prone player.

Yup, there's no rotation speed at all in RWR with characters standing on their feet, so it cannot be made slow either.


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PostPosted: Tue May 28, 2013 8:40 am 
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I see. Will there be support for faction-specific hit probabilities in the weapon files? Will there be support for vehicles that can be damaged by regular bullets?

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