Free Aim Mod
Agiel
Join Date: 2006-11-14 Member: 58605Members, Constellation, NS2 Playtester, Subnautica Playtester
<div class="IPBDescription">More interesting marine aim mechanic</div>Here's a little something I put together as a proof of concept for an as of yet undisclosed mod I'm planning to start working on once the code base gets stable enough.
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It's not really intended as an improvement on vanilla NS2, as I imagine most of the competitive community would be against something like this. The eventual mod is going to be realism focused (still sci-fi/cyberpunk) and won't have the crosshairs other than as a place holder for iron-sights.
If you want to try it out for yourselves, just unzip the attached file wherever and doubleclick Launcher.bat. I hope you like it!
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It's not really intended as an improvement on vanilla NS2, as I imagine most of the competitive community would be against something like this. The eventual mod is going to be realism focused (still sci-fi/cyberpunk) and won't have the crosshairs other than as a place holder for iron-sights.
If you want to try it out for yourselves, just unzip the attached file wherever and doubleclick Launcher.bat. I hope you like it!
Comments
If you want to experiment with the "feel" you can edit the values of kFreeAimMaxOffset and kFreeAimSpeedScale in ClipWeapon.lua. (The current values are lifted straight from the <a href="http://www.heroesofstalingrad.com/" target="_blank">Red Orchestra 2</a> source code :)
That's generally the point, it's very fun for slower paced games because it does, as you said, look very cool. It adds a lot to the atmosphere, good for survival horror style games, or games that encourage you to plan before you charge in guns blazing.
You can also get used to it, I generally find it quite easy to aim with, although it is a bit unsuitable for arcade shooters like NS2.
Still, if you were making a really big mod that makes the game quite different, maybe marines vs AI aliens or something, I'd like to see something like this in it.
Someone has never played RO.
I'd need to reduce the size of the free aim box though, as currently it interferes with turning-strafing around corners. Other than needing to smooth out the effect a little, this is a really cool mod.
Thanks for sharing this :)
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=116082" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=116082</a>
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faceapi may be used for 3rd party mods as long as theyre not made official part of ns2 as far as i understand their licensing.
- Trespasser, an old, but very technologically advanced Jurassic Park FPS game (rigid body physics engine in '98) had a somewhat similar system where you actually controlled the position of your hand in the world, so you could aim within your view. It was so cool, but very annoying to use.
- Some Half Life mod I tested that never got released featured this exact aiming system. It looked really cool, and felt really good, but when you got into any action, it became nearly impossible to keep track of your aimer.
Basically, it's just so much easier with your aimer smack dab in the middle of the screen where you <b>always know</b> where it is.
Very cool mod though.
I'd have to give it a try, but I was thinking of using something like this for a 'pounce' system. An alien clinging to the wall presses the pounce button, activates free aim to track target and presses fire to pounce :)
Also, it depends on the game play type. If you spend a lot of time facing forward, with enemies coming at you from the front, free-aim works very well. If you have t0 do a lot of twisting and turning, free-aim can become a hindrance.
<a href="http://www.youtube.com/watch?v=Acuji4npvMc" target="_blank">http://www.youtube.com/watch?v=Acuji4npvMc</a>
I think NS is a bit too fast for it to work.
I think it would be very interesting in a mech action game, since you could have (view) turn speed limited, but aim speed (within the aim box) unlimited. Maybe when the exo is released I'll have a look into this. :)
Hmm, I think you could also add relatively realistic recoil with this, since recoil wouldn't (shouldn't) cause your entire view (and therefore your entire body) to shift as it does in games like CS.
- Trespasser...<!--QuoteEnd--></div><!--QuoteEEnd-->
Having played quite a few games with free aim myself, I can say that this is probably the worst example you could come up with. Let's have a look at a few good examples, shall we.
Basically, there are two types of free aim that I'm aware of:
Type 1:
You have a "dead zone" in the middle of the screen where the aim moves freely without affecting the view. Examples include Operation Flashpoint (locked when iron-sighted), ArmA 1&2 (dead zone can be adjusted in the options) and Infiltration (Unreal Tournament mod and probably the first PC game I played with free aim).
Type 2:
The view moves normally as you move the mouse but the gun moves "ahead" inside the dead zone. Examples include Red Orchestra, Insurgency (both locked when iron-sighted) and Red Orchestra 2 (where I think you can choose between whichever type you like by editing the .ini files, although I've never tried it).
Some games cross the lines a bit such as True Combat (Quake 3/Enemy Territory mod) which I'd put in type 1 but the view still moves slowly while inside the dead zone, or Golden Eye 64 which uses type 1 when aiming and something like type 2 otherwise (the gun bounces back to the center when you stop turning).
<!--quoteo(post=0:date=:name=Wilson)--><div class='quotetop'>QUOTE (Wilson)</div><div class='quotemain'><!--quotec-->It looks really cool but in practice it just makes it harder to aim.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=0:date=:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San)</div><div class='quotemain'><!--quotec-->I would like to know how you would accomplish 180 turns :D<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=0:date=:name=Soul_Rider)--><div class='quotetop'>QUOTE (Soul_Rider)</div><div class='quotemain'><!--quotec-->currently it interferes with turning-strafing around corners.
...
If you have t0 do a lot of twisting and turning, free-aim can become a hindrance.<!--QuoteEnd--></div><!--QuoteEEnd-->
Now on the issue of turning vs aiming we can clearly see how these two types differ. In type 1 your point of aim moves linearly as you move the mouse, but you have no control of the view and direction of movement while inside the dead zone.
With type 2 you retain full control of the view and move direction but the point of aim will move faster inside the dead zone, thus making twitch shots maybe a bit trickier, although most of these games use normal aiming when iron-sighted so that's a moot point.
Most of the time the goal of free aim is to add to immersion while discouraging "unrealistic" behaviour like hip-firing, twitch shots and quick scoping. Having played all of these games and more over the years I can say without a doubt that type 2 is superior, because it solves all of these problems without making movement and turning feel sluggish. Which is why that's the type I decided to implement in this mod.
PS. Feel free to use my code in whichever way you like. That's the reason I posted it here and Lua is almost by definition open source anyway :)
+1
The principe work because i can see impact on wall without the corsshairs moves.
i have a error message in console :/
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->and won't have the crosshairs other than as a place holder for iron-sights.<!--QuoteEnd--></div><!--QuoteEEnd-->
Nevermind !
Whyyy ? need to try this in gather with mention of using this mod !