:L
Pgup, pgdown.. WAIT I'M RANGING MY NADE TO 10m.
:L
Pgup, pgdown.. WAIT I'M RANGING MY NADE TO 10m.
"YOU MUST REALLY SUPPORT BIS"
Hi, make the nades their own selectable weapon class as someone said, will be the best thing IMO; slinging the weapon and holding the nade close to your groin or chest, with a hand arround the nade holding the safe and the finger on the ring (for the [quick throw] animation) showing a transparent trayectory arc on the screen.
No hold BM1 to give it force, just rise the view to extend the trayectory; that'll simulate much better all the common grenade throwing movements, as weapon... it could have it's own fire modes as:
- 'From Above' (to throw it over obstacles such as walls, vehicles or 2nd floors from below).
- 'Rolling Stone' (to throw it by the ground as you'll throw a rock to a lake's water to make it bounce).
- 'Catch That' (to throw it directly as you'll throw a baseball ball).
- 'Grenade' (to throw it the common "relaxed" way).
And making the grenades (all of 'em) a weapon as the main or secundary weapons would allow to do the trayectory's arc as the ViewPlayer LOD, leveled it with the ground showing the exact impact point after be trown; you'll not see where it'll land if you don't have a visual to this point, as IRL. But you'll be able of throw the nade (flashbang, Incediary or frag) on all the most common ways that the nades are used; on a clear, simple, easy and practical way. Let's C ya
This is actually pretty good idea!
But how would you deal with throwing a grenade over your head/wall to get it just behind it?
hum, you don't..... too dangerous !!
Seriously, maybe with a keys association: click + spacebar or anything else.
If you would be more definite, maybe use the same range system like sniper rifle.
Increase and decrease range with "page up" and "page down" as said Rye but in much less definite with a margin of error in the order of many meters.
Last edited by Tarmak; Sep 19 2011 at 18:23.
Grenades behave incalcuably in many situations.
As it would happen I am a rather practiced user of handgrenades in Arma2. Usually I play on expert game mode (no helpers) and I submit that the difficulty and predicament of using hand grenades are two fold in nature:
1. Grenades bounce too much.
2. Throwing animations leave you immobile and the 'force' of the throw does not affect the inherent speed of the animation.
If BIS provides these two small fixes, both of which are slated to be part of Arma3, grenades would be immesuarably more realistic and instinctive in use. Additional HUD helpers or elements are unecessary. 'Hold button for more power' is practically an industry standard and practically second nature.
-k
Last edited by NkEnNy; Sep 20 2011 at 01:01.
ARMA 2 Mission packs:LITE Coop mission package + LIMA coop mission package (ACE + ACRE) + More ACE + ACRE missions. + Aliabad coop Mission Package+ Fireforce Takistan NEW
ARMA 3 Mission packs:Fourplay Coop Mission Pack NEW
Kill things, break stuff. Repeat as necessary.
I really don't understand why mess with all that that much. Just make you give it power with the speed of your body like all classic FPS that way you can simulate all kinds of throws.
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I'd like to see a kind of spot of light on the place you're targeting, so you know approximately where it's going to land.