OFPEC Forum

Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: Neptune on 25 Jun 2004, 13:38:40

Title: Breathing script
Post by: Neptune on 25 Jun 2004, 13:38:40
Any of you ever played America's Army Operations?
It has a great feature on aiming...simulated breating movement!

When you look over your gun (like optics in OFP) you hear your guy bearthing and the gun moves like it would in real life.

It would be nice to have a script that enables this in OFP!
Title: Re:Breathing script
Post by: FlidMerchant on 27 Jun 2004, 23:46:52
It does, but you only really notice it if you sprint and then look through your sight.
Title: Re:Breathing script
Post by: Pathy on 28 Jun 2004, 07:59:43
Yeh but what hes saying is AA has breathing all the time......unless your weapon is supported, your aim constantly moves with breathing, even if you havent been running  :)
Title: Re:Breathing script
Post by: Neptune on 28 Jun 2004, 12:54:17
That's right. It would be more realistic and I think even more FUN when it's like in AA.
But I guese it needs an .exe change right? :'(
Title: Re:Breathing script
Post by: DBR_ONIX on 28 Jun 2004, 16:54:27
If your injured (Put the health slider down), the scope moves around a lot more
Even when your prone, it still moves anout 2cm over the screen..
The weapon CPP controls how much it moves
Also, doesn't the ECP do this?

Hm
- Ben
Title: Re:Breathing script
Post by: Neptune on 29 Jun 2004, 14:09:55
I know that it moves around...but no in a realistic way.

When you aim a weapon an breath, your aimpoint should move up and down, with the speed of you breathing.
Not te the left and right (unles you hold your weapon incorrectly :P )
Title: Re:Breathing script
Post by: cameronmc on 15 Jul 2004, 12:03:14
Ah, like Hitman 2, eh? That breathing was sweet!

Hard to implement, though, if at all.

C"G"McD
Title: Re:Breathing script
Post by: DBR_ONIX on 15 Jul 2004, 12:43:17
Quote
Hard to implement, though, if at all.
Pretty much, yeah ;)
- Ben
Title: Re:Breathing script
Post by: Mandrake on 12 Aug 2004, 00:21:26
hmmm...well maybe something in the line of that a script registers your current crosshair target (like the BIS camera script feature to make it easier to find camera positions), and changes your current target point + an amount of the way you breathe.

So basicly itll need a script that changes "current target position" +# in height in an interval of 1 seconds, wait for 2 seconds and then changes -# in height. And this continously happening when aiming, realtime.
Im a beginning at scripting....so I wont be able to indulge into this, only give a few ideas :P
Title: Re:Breathing script
Post by: General Barron on 12 Aug 2004, 04:17:09
Well, it is possible, but it has to be defined in the game's main config (or in an addon's config). I made a test ECP config, which included a realistic aim "wobble". I believe the FDF has that effect as well. It works like a charm, and the greatest part is, it also affects the AI's aim! It keeps the AI from all having "one burst, one kill", which makes for much more interesting and longer firefights. Grab the config here:

http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?s=c585df0a8e0fef38f347ee019e36ba14;act=ST;f=4;t=38586;hl=test+and+ecp+and+config

Note that you must have the ECP DR installed for this to work.

Also in the test config: enhanced AI perception ablities. They can actually see you when you can see them. This feature alone makes the game twice as good, IMO.
Title: Re:Breathing script
Post by: olseric on 14 Aug 2004, 13:58:08
Want a simple way?

player setDamage -1

Try it...try increasing the negative number and watch. :)
Title: Re:Breathing script
Post by: General Barron on 14 Aug 2004, 22:53:48
Want a simple way?

player setDamage -1

Try it...try increasing the negative number and watch. :)

OMG!!! I never knew you could do that! That's awesome! The great thing is, it even works on the AI. Holy crap, thanks for pointing that out!

I've noticed that with the AI, they hardly shoot at you when you set it beyond -1. I guess they can't keep you in their sights. For realistic wobble though, I'd suggest less than a -1.

I guess some tests are needed still though. Does the effect 'go away' after you get hit? What would getdammage return? Etc Etc.
Title: Re:Breathing script
Post by: Dubieman on 16 Aug 2004, 00:42:31
I'd imagine if when your hit and you do go to reg damage characteristics, that you'd wobble cause of the wounds.

However if the bullet that hits you and does like 0.1 damage, and your damage is at -1 and it goes to -0.9 then it'd have no effect.

What I'm saying is that idea would work if once hit, its like you're at a damage of 0 from the start....

That's prolly confusing you guys.... :P
Title: Re:Breathing script
Post by: DBR_ONIX on 16 Aug 2004, 13:12:18
I put a bunch of units on diff sides, all with setdammage -1
And I could kill then no bother (I didn't have the code on, btw :P)
:)
- Ben