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THANK YOU !
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EDIT: in CWeapon.lua line 1552 you have: Code:
local w0,h0,d0 = ENTITY.GetDimensions(self._Entity) --already takes self.Size in account d0=math.max(math.max(w0,h0),d0)/2 Quote:
![]() Juste pour être sur, flicker=clignoter. And could you post a screenshot of a distorted weapon? ATM I've no clue of what could cause that. Note:It's normal that weapons are pulled back when you're close to an obstacle, and when you have your eyes just above the barrel, you may notice that actually, it's quite long. Quote:
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FOV: actually, I dont see what setting it should affect. Is it just Cfg.FOV? And what kind of option should it be; I mean is it a slider in the 90-180 range, a text on which you click whith different values (like for resolution) , or a box where you type a number (or something else)? *aiming system Currently we have the standard aiming cone system: when you shoot the crosshair grows, increasing the weapon spread, but you dont know where you shoot, so you mouse aiming skills do not affect much whether you hit or miss. My idea is to have cursors (one per weapon) showing exactly where your bullet will hit (save for shotguns ofc). And those cursors wouldn't stay at the middle of the screen, but move here and there on the screen due to the recoil. And as you could see precisely where you will shoot, you could adjust the aim, making successful hitting more mouse-dependant. The problem is:2weapons->2crosshairs moving separately vs 1 mouse Last edited by Gniarf; 05-27-2009 at 07:53 AM. |
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