I have updated the control scheme again: now all 2d iron sights are removed, and you press V once to raise the 3d irons, a second time to lower them.
A big performance-sapping bug was fixed. Some other bugs were fixed, including a bug where AI would get stuck after healing/being healed.
A mod config has been included with the pack that replaces default units with units from the pack using 3d sights. When playing the campaign, some missions currently crash with the config enabled.
The update is back compatible with previous versions.
Major changes:
-3d iron sights. I was impressed with the positive feedback Batis received about his 3d iron sight videos, so I decided to dig up the work I had previously done a while ago and re-implement it. I am still not 100% happy with the feel of the sights - they highlight a lot of engine problems. For example, sight wobble is not as smoothly rendered as with the 2d sights and this makes the 3d irons look a little bit jerky sometimes. Pieces of the gun disappear as you zoom in, but this allowed for a nice "rear sight blurring" effect.
-Units are organized by skill level according to a 2-vs-1 paradigm: elite units can defeat 2 veteran units and veteran units can defeat 2 recruit units. This is more pronounced at long ranges, so recruit units can overrun elite units with less odds if they can sneak up close.
-More units and weapons, including some more exotic types. Mercenaries, private contractors, military advisors, and other units are now depicted. I have also added weapons such as the SCAR16, SCAR17, M79 grenade launcher, and SR25. Some weapons have special functions, such as the detonator and M112 charges. You can now assign charges to certain detonator channels, so you don't have to blow them all up at once. In multiplayer, you can assign explosives to "global" channels so your friends can blow them up if you die.
-Added a mission pack.
Readme: Spoiler:
DanAK47's Guerrilla Pack Beta 2
This pack adds unconventional warfare soldiers to the West, East, and Resistance sides. The following units are depicted:
-US Army Special Forces
-US Army Rangers
-US Infantry
-US Navy SEALs
-US Marines
-Guerrilla forces
-Mercenaries and private contractors
-Advisor units
Features:
-Units are organized in the editor by skill levels. There are three skill levels: Elite, Veteran, and Recruit. Skill levels are assigned according to a "2 vs 1" odds rule: an elite unit can defeat 2 veteran units, and a veteran unit can defeat 2 recruit units. This is less true at close range: recruit units can surround and destroy elite units if they manage to get in close.
-Special animations for units. The animation scheme a unit uses varies with his weapons: soldiers use different stances when using machineguns or sniper rifles. Stances are not tied to the type of unit, but to the weapon they are currently using. A rifleman that picks up a machinegun will switch to using the machinegun stance and vice versa.
-3d iron sights. Pressing the optics key now activates the 3d iron sights. Zooming in blurs the rear sight. Press the move backward key to lower the sights. AI also use the iron sights, and recruit units are slower to aim.
-Special weapon functions. M112 charges and demo packs can be detonated seperately using the detonator weapon. In multiplayer, charges can be "shared" with your friends: place an explosive, set it on a "global" detonation channel, and a teammate can detonate it using the detonator. The commando mortar can be carried and set up by one soldier. Rucksacks allow soldiers to carry more ammunition. Holdover charts on sniper rifles allow for first-shot hits. Antimaterial rifles can disable light vehicles with a shot to the engine block.
-A unit replacement config.cpp is included with the pack.
Credits:
-Base weapon models for AK, M4, M249, M240 series by Earl
-FAL base from RKI (Inquisitor's?)
-RPG7 models from Kegetys
Great, and with that high dexterity trick, i learned something new about how much impact it makes on the AI willingness to open fire quickly, those troops really do not waste time before shooting.
Will have to seriously try that dexterity change for my mod weapons.
Dexterity is something i don't understand. It is only defined in the O.pbo config for handguns. How on earth can it work on riffles or MG as long as it isn't defined for them
Probably because there's a default value in the engine itself that manage the weapon speed when moving it with the mouse that is modified by the dexterity line.
So if the dexterity line is not there (like for the main config), it just use the default value (that is in the code)
Anyways, it works, putting a high dexterity makes the weapon nearly as light as air, making them moving around the free aim zone at much higher speed.
Same with low dexterity that makes them very slow to move around.
And it is then influencing the AI aiming speed too
Probably because there's a default value in the engine itself that manage the weapon speed when moving it with the mouse that is modified by the dexterity line.
So if the dexterity line is not there (like for the main config), it just use the default value (that is in the code)
Anyways, it works, putting a high dexterity makes the weapon nearly as light as air, making them moving around the free aim zone at much higher speed.
Same with low dexterity that makes them very slow to move around.
And it is then influencing the AI aiming speed too
Great, that makes sense, ty. What could be guessed as a default value ? 1 ?
It seems logical, but only BIS may know this one for certain.
Lower than 1 i observed weapon being heavy to move on the screen, and around 2 being "light", and at higher values being very very quick to move around