Re: [hlcoders] Re: Vectorized Aiming - Realism (Guns 101)

2006-02-06 Thread Tim Holt
In my "mental design" for the medical application, I always figured I'd have the game behave "normally" most of the time, but have a modifier key to activate the "aim but don't look" mode. One could alternately have something like this for "look but don't change aim" mode. Think about say a deplo

Re: [hlcoders] Re: Vectorized Aiming - Realism (Guns 101)

2006-02-06 Thread DigiChaos
-- [ Picked text/plain from multipart/alternative ] I guess the big question is how are you planning on controlling the gun and the head at the same time. Assuming that your mouse will be used for one or the other. The only way I think your going to be able to accomplish this is to modify how the

Re: [hlcoders] Re: Vectorized Aiming - Realism (Guns 101)

2006-02-06 Thread Jason Houston
-- [ Picked text/plain from multipart/alternative ] "This is ridiculous, because a 9mm pistol round has considerable muzzle drop beyond that range and must be compensated for by elevating the barrel and aiming with utmost care" simulating bullets in games is easy, replace the traceline crap with a

Re: [hlcoders] Re: Vectorized Aiming - Realism (Guns 101)

2006-02-06 Thread Tim Holt
Why can't anyone just answer the guy's technical question with some insight into how to do it instead of lecturing him on whether it's "proper" or not? Sheesh! Personally I'd like to use this exact type of thing to allow the player's hand to interact with things in-view without actually moving th

[hlcoders] Re: Vectorized Aiming - Realism (Guns 101)

2006-02-06 Thread Michael A. Hobson
Dylan: Dylan Wreggelsworth writes: -- [ Picked text/plain from multipart/alternative ] As far as debating the realism of such an aiming system goes, in the real world your weapon is independent of your head and moved by your arms. You do not run around with the weapon glued to your chin as othe