[release]Battlefield Experience BF:E .06

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  • Thugnasty4life

    #31
    How come you made the m4a1 three round burst? the m4a1 with the flat top receiver colt model model R0977 is supposed to be fully automatic. look here http://colt.com/mil/M4.asp plus if its fully auto in americas army, it probably should be the same for any realism mod. They do have 3 round burst variants but the fully auto ones are the most common.

    Also you should set all these values in the tweak files to zero.

    ObjectTemplate.deviation.setFireDev 1.7 0.2 0.08

    They are unrealistic because all they do is increase the spread of bullets as you fire the weapon which inaccurately simualtes recoil. The RECOIL FORCE lines are the only ones that should be used to simualte it because you will have to use your mouse to steady the weapon. However the rest of the following lines are fine.
    ObjectTemplate.deviation.setFireDev 1.7 0.2 0.08 (should be set to 3 zeros)
    ObjectTemplate.deviation.minDev 0.2
    ObjectTemplate.deviation.setTurnDev 0 0 0 0
    ObjectTemplate.deviation.setSpeedDev 1 0.2 0.2 0.15
    ObjectTemplate.deviation.setMiscDev 2 2 0.05
    ObjectTemplate.deviation.devModStand 1.5
    ObjectTemplate.deviation.devModCrouch 1.2
    ObjectTemplate.deviation.devModZoom 0.35 0.35 really isnt that accurate though. If you adjust the zoom really high and shoot at something maybe a hundred feet away, you'll notice the bullet deviates too much.


    and how come certain weapons have higher gravity modifyers? gravity should always be the same. If you can simulate 9.8 m/s then that would be perfect since that is what gravity is.

    Just some tips that would make the mod more realistic

    Comment

    • CXZAR

      #32
      yeah i think the weapons should be a little more accurate, just a little

      Comment

      • Frosty289

        #33
        Actually thugnasty, it doesn't matter what values you put in the first place because those are values you can only see if you use crosshairs. If you'd like to have 100% accuracy while running, fine, have the most unrealistic mod you can get. There is NO WAY to simulate true recoil, so games have to improvise with deviation factors. Setting all of those values to 0 would put the crosshairs at no spread = 100% accuracy, and since there arn't any crosshairs anyways I don't see why it matters. All the gravity modifiers are the same, show me some that arn't. And also I removed the 'zoom' from the weapons in the next version.

        Comment

        • Thugnasty4life

          #34
          actually you didnt understand what i was saying, I only meant this line

          ObjectTemplate.deviation.setFireDev 1.7 0.2 0.08 (should be set to 3 zeros)

          everything else was fine. This does infact make the crosshair expand while standing still and shooting but that's not all it does. The bullets will continue to spread more and more as each round is fired.

          Please just try it out. Set this line to all zeros. Just THIS line

          ObjectTemplate.deviation.setFireDev 0 0 0

          Believe me, I'm right on this one. Try it.

          yeah if everything was set to zero, it wouldn't be realistic. Sorry you got confused.

          Comment

          • Frosty289

            #35
            No because that line is how much you move when you fire ala the recoil is increased and you move, making you more innaccurate.

            Comment

            • Thugnasty4life

              #36
              Nope that's not true. First of all you need to differentiate between the two.

              These line controls recoil. The force upward or whatever from each shot
              rem ---BeginComp:SoldierBasedRecoilComp ---
              ObjectTemplate.createComponent SoldierBasedRecoilComp
              ObjectTemplate.recoil.hasRecoilForce 1
              ObjectTemplate.recoil.recoilForceUp CRD_UNIFORM/1.2/1.2/0
              ObjectTemplate.recoil.recoilForceLeftRight CRD_UNIFORM/-1.3/1.3/0
              ObjectTemplate.recoil.zoomModifier 0.45
              ObjectTemplate.recoil.recoilGraphExponent 5
              ObjectTemplate.recoil.recoilGraphTotalMovement 3


              These are firing cones or lines that controll the spread of bullets, not any kind of force such as recoil.

              rem ---BeginComp:SoldierDeviationComp ---
              ObjectTemplate.createComponent SoldierDeviationComp
              ObjectTemplate.deviation.setFireDev 1.7 0.2 0.08
              ObjectTemplate.deviation.minDev 0.2
              ObjectTemplate.deviation.setTurnDev 0 0 0 0
              ObjectTemplate.deviation.setSpeedDev 1 0.2 0.2 0.15
              ObjectTemplate.deviation.setMiscDev 2 2 0.05
              ObjectTemplate.deviation.devModStand 1.5
              ObjectTemplate.deviation.devModCrouch 1.2
              ObjectTemplate.deviation.devModZoom 0.35

              Yes you will have to utilize these values and cannot simply set them all to zero.

              However this line ObjectTemplate.deviation.setFireDev 1.7 0.2 0.08 does not measure how much you move. It just increases spread as you fire which is not recoil. Its Spread.

              These lines are what actually cause movement.

              ObjectTemplate.createComponent SoldierBasedRecoilComp
              ObjectTemplate.recoil.hasRecoilForce 1
              ObjectTemplate.recoil.recoilForceUp CRD_UNIFORM/1.2/1.2/0
              ObjectTemplate.recoil.recoilForceLeftRight CRD_UNIFORM/-1.3/1.3/0

              But please just try setting this

              ObjectTemplate.deviation.setFireDev 1.7 0.2 0.08

              to this

              ObjectTemplate.deviation.setFireDev 0 0 0

              All its doing is removing unrealistic bullet spread while stationary. There will still be recoil and the the actual gun will move but now your mouse will controll how accurate you will be.

              Comment

              • Frosty289

                #37
                No I don't think you understand this. It is tied to recoil while not being recoil itself, and i'm no newb coder - You don't need to give me a tutorial. First of all -
                ObjectTemplate.deviation.setFireDev 1.7 0.2 0.08
                IS Tied to recoil, turn on your crosshairs, and stand still, wait till they stop moving. Start firing, your crosshairs won't move. The reason for this is to simulate the recoil of the soldier moving his arms by increasing the fireing cone, the more you fire the more inaccurate you will get. As you said yourself it increases the spread of your firing, which is exactly what it's suppose to be simulating.

                Comment

                • Thugnasty4life

                  #38
                  Tried that and I know what you are saying.
                  But the soldiers arms will still move with those values when set to zero. They will move mostly upward and a little to the side depending on how high the upward force and sideways values have been set. Then you will be able to controll the soldiers arms with your mouse. This would reward skilled players who are better at controlling the weapon.

                  Comment

                  • Frosty289

                    #39
                    I don't even know how this is relevant, there arn't any crosshairs in the first place - unless you turned them on yourself which is pretty much defining what a realism mod isn't in the first place.

                    Comment

                    • Thugnasty4life

                      #40
                      There was a mod that simulated this fairly well. This mod was for the demo but it works in the full version

                      http://battlefield2.filefront.com/fi...lism_Mod;43628

                      Feature Changes:

                      Handling:
                      - Accuracy crosshair expands only for movement, while the aimpoint moves when firing to simulate recoil. This retains the weapons inherit accuracy at all times, and requires the player to control the weapon during firing. Doing so simulates the realistic handling of weapons, and rewards skilled players.
                      And just because the crosshairs dont show up doesnt mean there effects such as expanding arent still there

                      Well anyway if you dont wanna do, fine its your mod. And if you dont, just answer this for me. Can you set the gravity effect on all projectiles to simulate 9.8 m/s ?

                      Comment

                      • Frosty289

                        #41
                        And yet we still don't have crosshairs to tell what they're doing anyways, do we.

                        Comment

                        • Thugnasty4life

                          #42
                          Well anyway if you dont wanna do, fine its your mod. And if you dont, just answer this for me. Can you set the gravity effect on all projectiles to simulate 9.8 m/s ?
                          :p a

                          Comment

                          • Frosty289

                            #43
                            About the 9.8m/s, I don't think that's even possible so you might as well forget it. And that would be if I knew what you meant by it in the first place.

                            Comment

                            • Thugnasty4life

                              #44
                              What, you never took physics? 9.8 meters a second is the downward acceleration of objects being affected by gravity. In your mod the tank shell has a different force of gravity than a rifle bullet. Thats not very realistic.

                              Comment

                              • Frosty289

                                #45
                                i'm sorry that the game engine can't reproduce real life physics, if you want to make your own game engine, please go do so.

                                Comment

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