Realistic reflex sights
|Affected ArmA II version:||First affected ArmA II version:|
|Reproduced by another DH user:||No||Single / Multi Player?:|
|I am using some Mods:||No||BIForumURL:|
|I am using:||NGUrl:|
|Reproducible for you:||No||WIKIurl:|
|Related to content of DLC:|
Similarly to single shot weapons, this issue concerns both about realism and playability.
Reflex type sights are made to help soldier aiming accurately without having to adjust eye to aiming device:
In ArmA/ArmA2 its only function seems to be making aiming errors even worse.
I've created small addon to show how it could be working.
Requires CBA and Combined Ops
Little reminder: http://n-joy.cz/video/arma-2-tiscali-gc-video-1/ocxguqaDqXS1TsJy
Updated by mr.g-c over 6 years ago
I think its worth to mention that Arma2 Lead Designer (Ivan Buchta) told once in BI-Forums that they tried it and it was impossible for them to make it.
It is also worth to mention that SakuraChan already did a bug-free version Parallax sights in Arma1, but somehow people forgot about it i guess....
Updated by kju over 6 years ago
She tried to convert it to a2 according to her without success so far.
Updated by Fireball over 6 years ago
#4993 would be a requirement to mod it properly, according to zGuba.
Updated by Vic over 6 years ago
SakuraChan's ArmA2 post (for reference): http://forums.bistudio.com/showthread.php?p=1439777#post1439777
Afaik the way (s)he tried to do it was to use an alpha-transparent plane at the sights' rear, instead of the cone used in ArmA1's buggy implementations (I'm basing my assumptions on what I can see in this vid: http://www.youtube.com/watch?v=PcZrS3BJOgI )
Updated by zGuba over 6 years ago
If it can't be done via model, let it be done the "hackerdesignator" way ;) it's really not too hard to script it properly when given possibilities /and with C++ these are unlimited/.
Updated by zGuba almost 6 years ago
If I had to make such stuff, I would try to use additional LoD with occluding faces around (not to be displayed) and make it an overlay instead of drawing sights inside of ViewPilot LoD.
Updated by DarkWanderer over 5 years ago
Maybe the easiest way would be to implement it via shaders?
The math behind it would be pretty simple - transfer of muzzle direction vector to camera, calculation of it's end position in screen space, then a screen-space texture projection.
And this would solve many of the requests on helicopter HUDs, plane HUDs, EoTech sights, Aimpoint/reflex sights, etc.
Updated by zGuba over 5 years ago
Just be advised, RL aimdots aren't projected into infinity, but a little closer :)
Updated by zGuba over 4 years ago
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