Thanks for the feedback SPELUNKER! Yes, YARM is very very generic. I like the creativity in Ballistic weapons a lot too, but yeah I was not really going for the whole scifi thing (though they did pull it off incredibly well).
For the whole shooting while running thing, I've tried several different methods:
1. Rainbow Six style - you can shoot anytime, but its really really inaccurate when you are dashing
2. GoW style (currently used) - no shooting while sprinting, third person view
3. AA style - Weapon is lowered, stays in first person view, can't shoot while sprinting
I opted for the GoW style because I liked it the most, but I can see how the R6 style (which sounds like what BW uses) would be fun also.
As for the shooting where the weapon is aimed, I've had many others suggest it, and I may try it out someday. Unfortunately it involves completely rewriting the WeaponFire code to deal with network replication (ensuring that the server has the correct version of which way the client is pointing when firing). Although I love how Infiltration handled the free aim (waaay before RO), I'm just not sure it would be fun enough to include (also it would only work with YARM pawns, it would not work with default UT characters). BTW, keeping any weapon at the high ready while sprinting is pretty unrealistic
(try it wearing 30 Lbs of body armor in 110 degree heat, I did and it sucks...)
We'll see about the GoW stuff. If I happen to feel inspired some day after work I may get to it again.
Again, thanks for the feedback!
For the whole shooting while running thing, I've tried several different methods:
1. Rainbow Six style - you can shoot anytime, but its really really inaccurate when you are dashing
2. GoW style (currently used) - no shooting while sprinting, third person view
3. AA style - Weapon is lowered, stays in first person view, can't shoot while sprinting
I opted for the GoW style because I liked it the most, but I can see how the R6 style (which sounds like what BW uses) would be fun also.
As for the shooting where the weapon is aimed, I've had many others suggest it, and I may try it out someday. Unfortunately it involves completely rewriting the WeaponFire code to deal with network replication (ensuring that the server has the correct version of which way the client is pointing when firing). Although I love how Infiltration handled the free aim (waaay before RO), I'm just not sure it would be fun enough to include (also it would only work with YARM pawns, it would not work with default UT characters). BTW, keeping any weapon at the high ready while sprinting is pretty unrealistic

We'll see about the GoW stuff. If I happen to feel inspired some day after work I may get to it again.
Again, thanks for the feedback!
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