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Re: Functional GL Sights

Posted: 2010-03-05 10:20
by case1489
that wood b much better then wot we got now

Re: Functional GL Sights

Posted: 2010-03-05 22:07
by Pathfinder
Very nice, one would be much more accurate that way.. :)
but ofc it's not as realistic as the other one.

Re: Functional GL Sights

Posted: 2010-03-05 22:09
by Celestial1
Pathfinder wrote:Very nice, one would be much more accurate that way.. :)
but ofc it's not as realistic as the other one.
...What? What other one? The one we have now?


No, it's definitely more realistic than the current setup...

Re: Functional GL Sights

Posted: 2010-03-06 18:59
by chrisweb89
This is how they would aim it IRL, not have a hovering "crosshair" type image to the side showing where you should aim.

Re: Functional GL Sights

Posted: 2010-03-06 22:29
by killonsight95
Beckham wrote:It would be nice if we just used the Free-aim option for a more fluid aiming expierence. But there would need to be labeled ranges on the leaf sight, In my opinion.
possibly good idea here lads
welcome to the forums have a nice time here and i hope you've read the rules :P :P :P :) :) :) :)

Re: Functional GL Sights

Posted: 2010-03-16 21:56
by DenvH
Isn't it possible to adjust the range with the mousewheel and aim with your mouse like normal? I don't know if it's possible though because you use the mousewheel to switch weapons, but maybe there is a way to disable that menu when zoomed in on the gl sight??

Re: Functional GL Sights

Posted: 2010-04-04 03:48
by Iceberg
looks awesome. the current gl sights are just a pain to use

Re: Functional GL Sights

Posted: 2010-04-04 03:50
by boilerrat
I would agree with iceburg, hard to aim...

Re: Functional GL Sights

Posted: 2010-04-04 03:55
by Dev1200
ma21212 wrote: like ...bullet ricochetat 1:15...?
<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/zdNO3JgrSiQ&hl ... ram><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/zdNO3JgrSiQ&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>[/youtube]

It's just a fake design. That bullet wouldn't actually hurt someone.

Re: Functional GL Sights

Posted: 2010-04-04 06:12
by gazzthompson
boilerrat wrote:I would agree with iceburg, hard to aim...
i disagree, they are very easy to use currently. Tho this new system looks alot better.

Re: Functional GL Sights

Posted: 2010-04-04 07:55
by Alex6714
Dev1200 wrote:It's just a fake design. That bullet wouldn't actually hurt someone.
I am pretty sure they are real.

Re: Functional GL Sights

Posted: 2010-04-04 08:46
by Celestial1
I wouldn't know, no one is ever on CA for me to shoot at*. That sentence makes me sad.







* because I have never attended one of the testing sessions because I'm infallibly busy these days.

Re: Functional GL Sights

Posted: 2010-04-04 10:23
by killonsight95
Dev1200 wrote:It's just a fake design. That bullet wouldn't actually hurt someone.
no its real otherwise it wouldn't be able to destroy a house

Re: Functional GL Sights

Posted: 2010-04-05 01:32
by Redamare
i vote ... add for next release :)

Re: Functional GL Sights

Posted: 2010-04-06 01:44
by Dev1200
Alex6714 wrote:I am pretty sure they are real.
Bullet ricochet isn't in BF2, and can't be implemented, since there's isn't a ricochet system. However, you can make it appear to have that effect. Read about it on the combined arms threads.


However, reading through the comments of the video, the original poster said it's for the BF2142 engine, not the BF2 engine. So I'm wrong. The round did destroy the house, however it can't be put into PR unless PR goes to the BF2142 engine.

Re: Functional GL Sights

Posted: 2010-04-06 03:02
by Hunt3r
Dev1200 wrote:Bullet ricochet isn't in BF2, and can't be implemented, since there's isn't a ricochet system. However, you can make it appear to have that effect. Read about it on the combined arms threads.
YouTube - BF2 Tank 1 Hit Kill

Wut?

Re: Functional GL Sights

Posted: 2010-04-06 03:10
by McBumLuv
Dev1200 wrote:Bullet ricochet isn't in BF2, and can't be implemented, since there's isn't a ricochet system. However, you can make it appear to have that effect. Read about it on the combined arms threads.


However, reading through the comments of the video, the original poster said it's for the BF2142 engine, not the BF2 engine. So I'm wrong. The round did destroy the house, however it can't be put into PR unless PR goes to the BF2142 engine.

Remember those grenades? They also bounce around. Alex IIRC simply said in the CA thread that it would require alot more work to end up coding all the bullets to ricochet and so he used an effect as a placeholder.

Re: Functional GL Sights

Posted: 2010-04-06 08:51
by Excavus
Dev1200 wrote:Bullet ricochet isn't in BF2, and can't be implemented, since there's isn't a ricochet system. However, you can make it appear to have that effect. Read about it on the combined arms threads.
Haha, you don't know how much you are wrong. A couple weeks ago, me and a buddy were playing Forgotten Hope 2 and were just goofing around in the base. I got bored and started shooting my K98k into the ground right below his feet, but not actually aiming at him. The bullet ricocheted and killed him instantly. I was shocked to find out that this feature was implemented, but ultimately we both had a good laugh.