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Add an animation source opticsMode that changes with selected optics/backup sight
Assigned, NormalPublic

Description

Right now, using weaponMode and weaponMuzzle allows for animating the fire select switch and grenade launcher sight. What is missing is an opticsMode anim source that would make is possible to adnimate certain aspects of backup sights. For example, an Aimpoint or Holo magnifier like the Eotech G33 scope could be rotated in place when switching between magnified and normal mode.

Details

Legacy ID
664000823
Severity
Feature
Resolution
Open
Reproducibility
N/A
Category
Modding

Event Timeline

Alwarren edited Steps To Reproduce. (Show Details)Mar 17 2013, 7:52 PM
Alwarren edited Additional Information. (Show Details)
Alwarren set Category to Modding.
Alwarren set Reproducibility to N/A.
Alwarren set Severity to Feature.
Alwarren set Resolution to Open.
Alwarren set Legacy ID to 664000823.May 7 2016, 12:49 PM

This suggest was processed by our team and will be looked into. We thank you for your feedback.

Update: Apparently, animating a proxy isn't possible. So maybe we can extend the way optics are defined like this:
class optic_XXX: ItemCore
{

scope = 2;
model = "state1.p3d";
// ....
class ItemInfo: InventoryOpticsItem_Base_F
{

opticType = 1;
mass = 4;
RMBhint = "Advanced Rifle Combat Optics";
optics = 1;
modelOptics = "";
class OpticsModes
{

	    class Scope
	    {
		model = "state1.p3d";
		opticsID = 1;
		useModelOptics = 0;
		opticsPPEffects[] = {""}; //{"OpticsCHAbera1","OpticsBlur1"};
		opticsZoomMin = 0.0623;
		opticsZoomMax = 0.0623;
		opticsZoomInit = 0.0623;
		memoryPointCamera = "opticView";
		visionMode[] = {"Normal"};
		opticsFlare = 0; //1;
		opticsDisablePeripherialVision = 0; //;
		distanceZoomMin = 100;
		distanceZoomMax = 100;
		cameraDir = "";
	    };
	    class Kolimator: Scope
	    {
		opticsID = 2;
		model = "state2.p3d";
		useModelOptics = 0;
		opticsPPEffects[] = {""};
		opticsFlare = 0;
		opticsDisablePeripherialVision = 0;
		opticsZoomMin = 0.375;
		opticsZoomMax = 1.1;
		opticsZoomInit = 0.75;
		memoryPointCamera = "eye";
		visionMode[] = {};
		distanceZoomMin = 100;
		distanceZoomMax = 100;
	    };

};

};

};

I.e. specify an extra model per optic mode that replaces the standard model when this mode is selected. This way, a G33 scope could be implemented as a second model instead of an animation, and 3D scopes with a magnifier would be possible.

This is needed.

I was thinking about this, and IF the proxies are animatable (as they are in DayZ), this would work - add the following anim sources

  • an "opticsMode" source would allow to animate the G33 magnifier to be swiveled up or down according to your mode.
  • a "downSights" source would allow to selectively hide parts of the model when the player looks down the optics/sight
  • an "opticsZoomLevel" source would allow to selectively hide/animate parts of the reticle that need to be exchanged based on zoom level

Finally throw in a radial blur around the reticle like Project Reality for Bf2 to blur out the outside of the scope