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Thread: Weapon Lock

  1. #11
    First Lieutenant Tonci87's Avatar
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    Oh no please not such a crap. If you can´t tell the difference between Friendlies and enemys, then simply don´t shoot

  2. #12
    Quote Originally Posted by Tonci87 View Post
    Oh no please not such a crap. If you can´t tell the difference between Friendlies and enemys, then simply don´t shoot
    I can tell the difference, what is the point you are trying to make?
    Last edited by Adjutant; Jun 26 2011 at 13:09.

  3. #13
    Quote Originally Posted by Tonci87 View Post
    Oh no please not such a crap. If you can´t tell the difference between Friendlies and enemys, then simply don´t shoot
    It's not about identifying friend or foe, it's about people running into your line of fire. It's about your weapon not shooting friendlies in such situations.

    I don't see the problem by implementing such a feature. Even the grenade notification that shows where friendly grenades are could be useful. As long as it can be toggled on or off. Personally, I would only use it in singleplayer, because the AI plays in two highly unrealistic ways that make those two mentioned features very useful:

    1. The AI carelessly runs into your line of fire and doesn't tell you so before hand.

    2. The AI throws grenades at/near your position and doesn't tell you so before hand.

    But these two reasons can be applied in multiplayer as well, when people don't communicate properly. So people might want to use these features even in multiplayer, if they prefer a more arcade kind of gameplay.

    The weapon locking feature could apply the following rules: Only lock on identified friendly units. Only lock when aiming directly at a unit. Only lock on units within 25 or so meters. Only lock when looking down the sight.

    The grenade notification doesn't even have to be 3D. I don't really see why it has to be 3D, to be honest. A 2D icon on top of a friendly nearby grenade (like happens in most FPS these days) could do the trick.
    Last edited by BlackAlpha; Jun 26 2011 at 13:15.

  4. #14
    Friendly Fire safeguards, agreed.

    Also a safeguard on respawn, when low fps and you click it by accident.... gah! Should say are you sure? Yes or No. Pretty simple.
    "YOU MUST REALLY SUPPORT BIS"

  5. #15
    Quote Originally Posted by BlackAlpha View Post
    The grenade notification doesn't even have to be 3D. I don't really see why it has to be 3D, to be honest. A 2D icon on top of a friendly nearby grenade (like happens in most FPS these days) could do the trick.
    If an icon is on top of a friendly grenade, isn't that 3D indication? It is very useful in an urban context where your friendly may not be able to tell you that he has just thrown a grenade into a room, but the icon will indicate grenades not just within your range, but behind walls as well.

    ---------- Post added at 02:22 PM ---------- Previous post was at 02:17 PM ----------

    Quote Originally Posted by Rye View Post
    Friendly Fire safeguards, agreed.

    Also a safeguard on respawn, when low fps and you click it by accident.... gah! Should say are you sure? Yes or No. Pretty simple.
    Sorry I cannot understand what you are trying to say.

  6. #16
    Quote Originally Posted by Adjutant View Post
    If an icon is on top of a friendly grenade, isn't that 3D indication? It is very useful in an urban context where your friendly may not be able to tell you that he has just thrown a grenade into a room, but the icon will indicate grenades not just within your range, but behind walls as well.
    OK, I misunderstood what you meant with 3D. In the situation you describe, yes, that would be 3D; the icon is placed in a 3 dimensional space. But the icon itself can be 2D, that's what I was talking about.

    The icon can be put on top of the grenade. The icon could be some sort of circle. The circle gets smaller when the threat is further away. The circle gets bigger when it's closer.

    This system could be applied to other kinds of explosives as well, like mines and satchels. So, in multiplayer, when you mine a road or prepare to demolish a building, people on your team will know.

    Quote Originally Posted by Adjutant View Post
    Sorry I cannot understand what you are trying to say.
    He's saying that when you spawn, there should be a short time period during which you cannot fire your weapon (by accident). Like your weapon locking for 2 seconds after spawning.

    Then he suggest that when you do try to fire during that time period, a pop up should appear with the question: "Do you want to fire your weapon?" And you can choose "Yes" or "No".

    Personally, I think the popup is not that useful. A short delay before you can fire your weapon would be more intuitive.
    Last edited by BlackAlpha; Jun 26 2011 at 13:30.

  7. #17
    Quote Originally Posted by BlackAlpha View Post
    OK, I misunderstood what you meant with 3D. In the situation you describe, yes, that would be 3D; the icon is placed in a 3 dimensional space. But the icon itself can be 2D, that's what I was talking about.

    The icon can be put on top of the grenade. The icon could be some sort of circle. The circle gets smaller when the threat is further away. The circle gets bigger when it's closer.

    This system could be applied to other kinds of explosives as well, like mines and satchels. So, in multiplayer, when you mine a road or prepare to demolish a building, people on your team will know.
    Exactly, I am genuinely impressed with your ability to comprehend english, I think people here are generally tired of the same old suggestions and tend to wave anything off after looking at the title or reading the first line.

    EDIT: With grenade indication there only needs to be sufficient proximity. So when it is close enough to be dangerous to you. If you are too far away, there is no need for the indicator to light up.
    Last edited by Adjutant; Jun 26 2011 at 13:33.

  8. #18
    Quote Originally Posted by Adjutant View Post
    Exactly, I am genuinely impressed with your ability to comprehend english, I think people here are generally tired of the same old suggestions and tend to wave anything off after looking at the title or reading the first line.

    EDIT: With grenade indication there only needs to be sufficient proximity. So when it is close enough to be dangerous to you. If you are too far away, there is no need for the indicator to light up.
    Maybe, but people also don't want ArmA to turn into Call of Duty (I'm one of those people). However, if such features (weapon locking and notification of explosives) can be toggled on or off, then ArmA will continue to be the mil-sim, while making the game more accessible for people who think a mil-sim is too hardcore.

    And it's also nice for when you are playing together with the AI in singleplayer. For example, in singleplayer I adjust the difficulty settings to the point where I can see the enemy position on the map (after they have been spotted). The reason for this is that the AI usually reports: "Enemy man, to our front." Then I check the map and the "enemy man" is somewhere behind us, and NOT to our front. So some of these arcade difficulty settings are very useful when playing singleplayer. But they are also useful in multiplayer when you are playing with people who don't communicate.

  9. #19

    Mechanics of Weapon Lock

    Quote Originally Posted by BlackAlpha View Post
    .

    And it's also nice for when you are playing together with the AI in singleplayer. For example, in singleplayer I adjust the difficulty settings to the point where I can see the enemy position on the map (after they have been spotted). The reason for this is that the AI usually reports: "Enemy man, to our front." Then I check the map and the "enemy man" is somewhere behind us, and NOT to our front. So some of these arcade difficulty settings are very useful when playing singleplayer. But they are also useful in multiplayer when you are playing with people who don't communicate.
    Strange, Cold War Crisis is older but the A.I. in tandem with the clock system was so accurate it immersed me in the game. The clock was my situational awareness and really made the difference, it saved me from certain death on many occasions where I was walking into enemy teeth before my team warned me.

    ---------- Post added at 02:59 PM ---------- Previous post was at 02:49 PM ----------

    http://www.pcdistrict.com/modules/pr...tance-8110.jpg

    I am using the above screenshot for reference. There needs to be a "danger close" threshold for firearms. Friendly troops that are further away from the shooter (at about 30 metres) need more time to actually move into his firing line, whereas if you look at the troops who are closer (at about 10 metres), they are more dangerous as they can very quickly cross his firing line.

    What this means is that weapon lock will have to be flexible and activate at different proximity thresholds depending on the range from the shooter. On a second thought it may be appropriate to give some warning to friendlies in front of the shooter as well (especially if they are facing away from the shooter), but I guess bullet crack and sound should be appropriate and distinct enough.
    Last edited by Adjutant; Jun 26 2011 at 14:01.

  10. #20
    hi,

    Quote Originally Posted by Adjutant View Post
    the weapon lock detects when he is dangerously close to the firing line and stops the shooter.
    Calculating if friendly is in bad position and can be in your line of fire is a waste of performance IMO. I understand it is difficult for a newby to don't make error in the formation placment but one of the first thing you learn when you play ofp/ArmA is to reconize enemy and to always pass behind friendly in a shooting position to avoid FF. If it makes the game more popular/accesible for new players (lock+grenade indicator) I don't mind and it is a good thing to welcome new peeps, at the moment where it is ON/OFF option or only aviaible in cadet mode. But I still think it's a total waste of performance I prefer to see ressource allocated to deadly AI.

    cya.

    Nikiller.
    Last edited by Nikiller; Jun 26 2011 at 14:03.
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