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M16A2 Improvement (concept)
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Psychomorph



Joined: 21 Jan 2008
Posts: 392
Location: Europe

PostPosted: 2008-06-28 21:29:48    Post subject: M16A2 Improvement (concept) Reply with quote

So far it is only a concept to improve the M16A2.

Aim
The aim is closer to view, the distance should be adjustable in .ini and console.
set INFc_M16 AimViewOffset (X=-2.65) is standart, further options are (X=-2.7), (X=-2.6), (X=-2.55) and (X=-2.5).
Would be very good if the weapon could move to the position of (X=-2.5) when jogging and back to the standart/adjusted position when stopping or switching to walk.

M16A2
carry
set INFc_M16 PlayerViewOffset (X=-0.8
set INFc_M16 PlayerViewOffset (Y=-1.3
set INFc_M16 PlayerViewOffset (Z=-5

reload (tactical)
set INFc_M16 PlayerViewOffset (X=0.7
set INFc_M16 PlayerViewOffset (Y=-1.0
set INFc_M16 PlayerViewOffset (Z=-4.9

reload (dry)
set INFc_M16 PlayerViewOffset (X=0.3
set INFc_M16 PlayerViewOffset (Y=-1.1
set INFc_M16 PlayerViewOffset (Z=-4.8


M16A2M203
carry
set INFc_M16M203 PlayerViewOffset (X=-0.8
set INFc_M16M203 PlayerViewOffset (Y=-1.3
set INFc_M16M203 PlayerViewOffset (Z=-5

reload (tactical)
set INFc_M16M203 PlayerViewOffset (X=0.7
set INFc_M16M203 PlayerViewOffset (Y=-1.0
set INFc_M16M203 PlayerViewOffset (Z=-4.9

reload (dry)
set INFc_M16M203 PlayerViewOffset (X=0.3
set INFc_M16M203 PlayerViewOffset (Y=-1.1
set INFc_M16M203 PlayerViewOffset (Z=-4.8

reload (m203)
set INFc_M16M203 PlayerViewOffset (X=0.7
set INFc_M16M203 PlayerViewOffset (Y=-1.6
set INFc_M16M203 PlayerViewOffset (Z=-4.2


ACOG
Ready (shouldered, not aimed)
set INFc_M16 PlayerViewOffset (X=-2.1
set INFc_M16 PlayerViewOffset (Y=0
set INFc_M16 PlayerViewOffset (Z=-4

M16A2 carry
set INFc_M16 PlayerViewOffset (X=-0.5
set INFc_M16 PlayerViewOffset (Y=-1.1
set INFc_M16 PlayerViewOffset (Z=-5.1

M16A2M203 carry
set INFc_M16M203 PlayerViewOffset (X=-0.5
set INFc_M16M203 PlayerViewOffset (Y=-1.1
set INFc_M16M203 PlayerViewOffset (Z=-5.1


Surprisingly the ACOG ready position (AKA highready) does look pretty good actually, though I only tested it with the hipped model, I hope it can be done with an aimed position without the idle animation interferences.
The ACOG uses the same class name as the ironsight M16, maybe it is not possible to give it an own carry position, but I hope it is.

Other
The rifle position when sprinting and reloading when sprinting remain standart, or changed by the reloading position values listed above, but if own positions for sprint carry and sprint reload can be set, than I can find good ones.

Trigger group
The M16(A2) in INF always has been more of a customized model (the M203 is not available that way on the market) and we are by far not regular in co-op.
That's why I would like to be able to "mod" the M16 by adjusting a semi/auto trigger group (selecting it in the loadout editor). From what I know it is a mechanical thing and can be done with the real rifle, I would do.


So far the theory, but one that gives my most favourite Infiltration rifle new life.
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Psychomorph



Joined: 21 Jan 2008
Posts: 392
Location: Europe

PostPosted: 2008-06-29 02:56:57    Post subject: Reply with quote

Screenshot documentation

Aim




Carry




Tactical Reload




Dry Reload




M203 Reload




What I really like about the M16A2 in INF is that it really appears lightweight and lean as it is, the other AR based rifles in INF always looked way to massive and bulky to me, to huge. That's why it is a pity INF never had an M4 from the old days based on the existing M16.
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Psychomorph



Joined: 21 Jan 2008
Posts: 392
Location: Europe

PostPosted: 2008-06-30 00:06:03    Post subject: Reply with quote

The 3rd person M16A2M203 position needs a fix. The picture below shows the current position on the left and one on the right that comes close to how the plain M16A2 is held.

Sure there is a bit more hand clipping, but the look of a straight/slight lower held rifle is much better than slightly more clipping or the ugly muzzle up.
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Carpetsmoker



Joined: 22 Jan 2008
Posts: 381
Location: Eindhoven, Netherlands

PostPosted: 2008-06-30 00:27:35    Post subject: Reply with quote

It's not possible to fix te 3rd person position.
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Psychomorph



Joined: 21 Jan 2008
Posts: 392
Location: Europe

PostPosted: 2008-06-30 00:33:10    Post subject: Reply with quote

Not possible with the M16A2 because you need the raw files, or not possible with all weapons at all?

I mean the weapon pack weapons are custom made and somehow they defined the 3rd person positions and they surely can go back and change that again. How is it different with the M16A2?
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Carpetsmoker



Joined: 22 Jan 2008
Posts: 381
Location: Eindhoven, Netherlands

PostPosted: 2008-06-30 01:08:43    Post subject: Reply with quote

You would need the model, and since we don't have it, it's practically impossible.
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Psychomorph



Joined: 21 Jan 2008
Posts: 392
Location: Europe

PostPosted: 2008-07-26 08:15:40    Post subject: Reply with quote

Would it be possible to get at least only the aimview position?

(X=-2.6) would be very good, but if not to difficult it would be even better if you still could adjust few more positions on choice:

(X=-2.5)
(X=-2.55)
(X=-2.6)
(X=-2.65)
(X=-2.7)
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Snakeye



Joined: 22 Jan 2008
Posts: 461
Location: Graz, Styria, Austria

PostPosted: 2008-08-02 12:43:34    Post subject: Reply with quote

As per your request here's a little mutator to change the AimView of the M16A2 via a custom ini file. Note that I did that in about 15mins and tested it about as long so it might be a tad buggy. Apparently the changed aim view remains even after the mutator has been removed from the list - you'll need to restart Inf to get rid of it; must be some strange anomaly that's tied to the way defaultproperties are handled - I'm currently investigating this..

Have fun - unless it formats your hard drive Twisted Evil

PS: I hope you guys don't have problems with 7Zip? Otherwise I can make it a normal zip too..
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"Anything you do can get you killed, including doing nothing."

"This is a quasi-pleasant day. Almost not bad. Almost not bad at all..." Jon, 04.03.2009
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Psychomorph



Joined: 21 Jan 2008
Posts: 392
Location: Europe

PostPosted: 2008-08-02 17:10:53    Post subject: Reply with quote

Wasn't necessary, but ok...

...just kidding Very Happy.


Thanks man, this is a great surprize and works for me, but why the restriction not to use it online? Sad You could refer to the original code writer in the readme and the legal issue would be solved.

Anyway, thank you.
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Snakeye



Joined: 22 Jan 2008
Posts: 461
Location: Graz, Styria, Austria

PostPosted: 2008-08-02 17:54:25    Post subject: Reply with quote

Hmm, online restriction? Guess that's what you get when you copy and paste readme files and don't proof read Confused

In any case forget that online usage restriction because of code reuse - that was from the RO979 package that I sent to a betatester before Geogob answered my PM Mr. Green. I only wouldn't encourage use of it online due to it's beta state, but if anyone puts it on a server and it works there I don't see any problem..

Sorry for the confusion. I would like to say I was drunk when I wrote that, but I was just lazy Sad
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"Anything you do can get you killed, including doing nothing."

"This is a quasi-pleasant day. Almost not bad. Almost not bad at all..." Jon, 04.03.2009
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Psychomorph



Joined: 21 Jan 2008
Posts: 392
Location: Europe

PostPosted: 2008-08-02 21:44:07    Post subject: Reply with quote

Then I hope Stinkmarder hopps in and installs it. Wink
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Psychomorph



Joined: 21 Jan 2008
Posts: 392
Location: Europe

PostPosted: 2008-08-06 19:49:39    Post subject: Reply with quote

Just a note for the future. Best is, if using a scope on the M16A2, you start with the "ready" position when shouldering the rifle and holding the aim button you switch to scope view incl. held breath (switches back to ready when button released).

Because the ready has no sights to aim (like M4 mod) you depend on the only sights you have - scope (because the ready is really only for CQB) and doing the key combo is way to inpractical.

Of course using the key combo to switch to the scope permanently (like M4 mod) have to be there, but when using the ready positition you need to be faster and more effective, that would be best reached by what I suggest.
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Psychomorph



Joined: 21 Jan 2008
Posts: 392
Location: Europe

PostPosted: 2009-12-01 00:02:36    Post subject: Reply with quote

To bad this mutator doesn't seem to be made anytime soon.
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Carpetsmoker



Joined: 22 Jan 2008
Posts: 381
Location: Eindhoven, Netherlands

PostPosted: 2009-12-01 16:50:32    Post subject: Reply with quote

s/anytime soon//
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Snakeye



Joined: 22 Jan 2008
Posts: 461
Location: Graz, Styria, Austria

PostPosted: 2009-12-01 17:25:37    Post subject: Reply with quote

Carpetsmoker wrote:
s/anytime soon//

Confused I don't get it Confused format error? Confused

Apart from that I suggest you (i.e. psy) might try to find someone who got a week off this year to make this mutie - or tell my boss he should give me a week off next year Sad.

Right now I have barely enough time to slaughter a sufficient number of virtual individuals to keep myself on the edge of sanity - if any of this makes any sense at all, I mean me and sanity in the same sentence. Although I might do her if she was dead for not too long Confused

Dammit, smilie overuse - need more slaughter Twisted Evil
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"This is a quasi-pleasant day. Almost not bad. Almost not bad at all..." Jon, 04.03.2009
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