It is currently Thu May 01, 2025 6:35 am

RUNNING WITH RIFLES Multiplayer

test

Game servers 51 List provided by EpocDotFr | Players online 143


All times are UTC




Post new topic Reply to topic  [ 13 posts ]  Go to page 1, 2  Next
Author Message
PostPosted: Tue Jul 17, 2012 9:09 pm 
Offline

Joined: Sun Jul 15, 2012 2:47 pm
Posts: 35
Location: Estonia
Telling if you can shoot stuff or not with the narrow "line" we have right now can get tricky and sometimes difficult at times.
What if there was a button you could press to view a "cone" of what your character can see/shoot and what not?
Here's a mockup:
Image


Top
 Profile  
 
PostPosted: Tue Jul 17, 2012 9:50 pm 
Offline

Joined: Mon Jun 04, 2012 9:40 pm
Posts: 50
I think it's hard to make, it break the realistic in some way, and just useless.

You just need skill, which comes not for so long time. Just orient on red point in crosshair, it appears if some object(s) is on imaginary line of sight. Also if you aiming behind the soldiers, it help's too. Green point appears if you brought a mouse directly on enemy and can shoot him.


Top
 Profile  
 
PostPosted: Tue Jul 17, 2012 9:59 pm 
Offline

Joined: Sun Jul 15, 2012 2:47 pm
Posts: 35
Location: Estonia
This is more like for the situations regarding behind the buildings and other awkward positions. Also, the game already has this "field of view" coded into the game, because of the cursor displaying the green or red dot, so creating a visual may or may not be that hard?


Top
 Profile  
 
PostPosted: Tue Jul 17, 2012 10:46 pm 
Offline
User avatar

Joined: Wed Jan 18, 2012 3:19 am
Posts: 567
Location: The States
That's fine and dandy however, you would need a sight "circle" as you can instantly shoot in all 360 degrees around you in an instant.

_________________
ComJak's house... stay out of it


Top
 Profile  
 
PostPosted: Tue Jul 17, 2012 11:01 pm 
Offline

Joined: Mon Jun 04, 2012 9:40 pm
Posts: 50
But what's the point? Moar hardcore (!) - that what I'm saying.


Top
 Profile  
 
PostPosted: Tue Jul 17, 2012 11:05 pm 
Offline

Joined: Mon Jun 27, 2011 6:41 pm
Posts: 192
I would rather see something like this
OzyThesage wrote:
Line of sight awareness: This mainly ties in with the crosshair suggestion, but I honestly am not sure if it would work very well or look very good in this kind of game. I'm going to suggest it anyways, just to see what you guys think. If you've played any of the Close Combat games you'll know exactly what this is. Basically a (colored) line will be drawn from the muzzle of your weapon to the target, and if it intersects an object the color of the line changes past that point. It could probably be an alternative to the current implementation, which uses a more Men of War approach (in fact, I modified the 'helper crosshair' to be a yellow dot, much like that game had it).
Image
Line is green, then turns yellow with a dot at an obstruction, then turns red past the intersection. End of the line has a red dot. A clear line of fire would be a solid green line from the muzzle to the target.


The aim helper should also snap into position quicker than it does now, right now it's more of a smooth transition.

ComJak wrote:
That's fine and dandy however, you would need a sight "circle" as you can instantly shoot in all 360 degrees around you in an instant.

It could just draw a 30° cone depending on where the crosshair is at any given time. It could also just draw a circle around the character with red parts indicating where they have good cover from. Many times I've tried to use trees as cover only to find that I'm just slightly out of position and get shot, but the AI doesn't have this problem obviously =p

_________________
Ozymandias, King of kings, God of Caves, Wizard.


Top
 Profile  
 
PostPosted: Tue Jul 17, 2012 11:12 pm 
Offline
Site Admin

Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
OzyThesage wrote:
The aim helper should also snap into position quicker than it does now, right now it's more of a smooth transition.


Tried that when experimenting with the helper. With the fastest setting it became blinking, very confusing. I still might open it up as an option later to control the smoothness with a slider.


Top
 Profile  
 
PostPosted: Tue Jul 17, 2012 11:24 pm 
Offline
Site Admin

Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
To visualize the cone correctly, I guess it's more difficult than it sounds. It would have to represent a volume with depth, as obviously you might be positioned so that you can't shoot at the ground behind an obstacle, but you can shoot at something behind and above the obstacle.

Let's say there would be an area with building ruins with walls with windows that can be shot through. If that is positioned at the bottom of your screen where you basically have rays straight down, how would you visualize the stacked levels of occlusion (wall above the window occludes line of sight, the window doesn't, the wall below window occludes again)? How to render red with some depth, then green a little behind it, then more red on single pixel so that it holds the information we want from the cone?


Top
 Profile  
 
PostPosted: Wed Jul 18, 2012 12:41 am 
Offline
Site Admin

Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
OzyThesage wrote:
Many times I've tried to use trees as cover only to find that I'm just slightly out of position and get shot, but the AI doesn't have this problem obviously =p


Simple, don't try to use trees as cover thinking you're not exposed :) The tree collision models are not as wide as the soldier is, I'm fairly sure, so they only provide partial cover.


Top
 Profile  
 
PostPosted: Wed Jul 18, 2012 9:59 am 
Offline

Joined: Sun Jul 15, 2012 2:47 pm
Posts: 35
Location: Estonia
pasik wrote:
To visualize the cone correctly, I guess it's more difficult than it sounds. It would have to represent a volume with depth, as obviously you might be positioned so that you can't shoot at the ground behind an obstacle, but you can shoot at something behind and above the obstacle.


What if this visual occlusion-detector wasn't a cone, but was something more dynamic. With a button press you could send out an "imaginary" wave from your gun (because that's where bullet collision calculations start, no?) in the direction of your crosshair. The said wave will collide and disappear where bullets would hit and pass through anything the bullets would.

I can make a GIF for late to demonstrate.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 13 posts ]  Go to page 1, 2  Next

All times are UTC


Who is online

Users browsing this forum: No registered users and 10 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group