Arma 3
Aiming Deadzone Fix
75 Comments
Moose75 18 Jan @ 6:16pm 
I HAVE BEEN TRYING TO FIND THIS MOD FOR ALMOST 2 DAMN YEARS! YAY
ElPedroChicoRaulAlfonsoTejada 7 Nov, 2024 @ 4:00pm 
Mod seems to reduce vertical sensitivity, any way to fix it?
Desk Human 26 May, 2024 @ 11:32pm 
it would be cool to have a deadzone toggle keybind
J-Money 6 Mar, 2024 @ 4:26am 
THIS LOOKS AMAZING
nanner 28 Feb, 2024 @ 7:46pm 
I would love to see a deadzone that is circular rather than square.

Regarding my previous comment, setting the non-aiming coefficient the same as the aiming coefficient makes it work really well. Thank you!
ShadowDoctrine 19 Aug, 2023 @ 5:27pm 
I've never had any issues with the deadzone, been using full deadzone since OFP.. I'm not sure what the point of the mod is/ was I just use freelook while ADS to center my screen when I want accurate shots, otherwise it works as intended for suppression / hipfiring. I'll try it anyway as it may be the fix i never knew i needed, who knows.. Only stumbled across this because of Nanner's little Arma Remastered collection, might get me back into A3.. Even though Reforger is fun there's just not enough content to keep me occupied yet :NATO:
nanner 2 Jul, 2023 @ 1:27pm 
Pritchard, please increase the Mouse Aiming Coefficient (Aiming) maximum value to something much higher like 10. This would allow me to take full advantage of the Freelook Trick.
Rumpelstilskin 9 Apr, 2022 @ 10:26am 
I might be missing something, but I don't think it works for me.... Do I need to change some options on top of just putting the DeadAim to max?
Axle 24 Feb, 2022 @ 3:07pm 
Wait, so we don't need this fix anymore?
sfc9982 18 Aug, 2021 @ 12:55am 
I love it
Blackburn 8 May, 2021 @ 9:59pm 
Mother of god, I can't believe it, They finally fixed.. After 8years
Pritchard  [author] 27 Apr, 2021 @ 8:38pm 
Always nice to see deadzone get some love
Drache 27 Apr, 2021 @ 10:29am 
https://feedback.bistudio.com/T119242

THEY'VE FINALLY FIXED IT
Pritchard  [author] 27 Mar, 2021 @ 6:20pm 
If you are referring to the slider in the Game Options, as far as I know you can't :( though I haven't tried hacking the game to do it, which might be possible.

As for the sliders in Addon Options for this mod, i definitely could change the limits on those but I doubt that would achieve what you're looking for.
birbguy v4.02 27 Mar, 2021 @ 1:18pm 
Is it possible to GREATLY increase the deadzone 2x or even more than the vanilla option?

I have built a M4 controller that uses a gyroscope as a mouse input. Greatly increasing the deadzone would make this work awesome for my application.
Pritchard  [author] 26 Nov, 2020 @ 4:57am 
As far as I know, yes. Though I haven't specifically tested, Align is in my load order and it doesn't crash or freak out or anything.
Yo Gabba Gabba! 25 Nov, 2020 @ 11:09am 
Does this work with LAxemann's Align?
Pritchard  [author] 15 Oct, 2020 @ 2:26am 
At this point in the game's lifecycle, the chance of the devs making major changes or adding truly interesting new scripting options is quite, quite slim.
If we want a better experience, we just have to wait for Arma 4... or for some real competition to show up. :(
Pritchard  [author] 15 Oct, 2020 @ 2:26am 
Looking around at what's available in 2.00, the most interesting command is actually https://community.bistudio.com/wiki/ctrlScrollValues
as this could potentially be used to read the player's deadzone setting in game options... but actually accessing that scrollbar (or most UI coding in Arma) is beyond me sadly.

Getting information about the player's mouse position has never been difficult. The real challenge comes from the limited options we have to control the player through script. The mod has to forcibly adjust the player's angle every single frame in order to avoid it being reset by the game - and doing so breaks things, hence the need to 'recenter' the player's aim when they ADS... No one likes bullets coming out of their gun at an angle.

Drache 14 Oct, 2020 @ 9:38am 
This (maybe?) might be helpful:
https://community.bistudio.com/wiki/ctrlMousePosition

Added now with the 2.00 update
Pritchard  [author] 14 May, 2020 @ 9:21pm 
Yeah, unfortunately there just isn't a way to stop the weapon from moving when you move the mouse like you described. Bohemia has limited what you can actually do to the player's view, aiming point etc. because (I assume) they don't want malicious scripts that can aimbot or mess with players. It's a shame but it is what it is.

Tying the adjustment to weapon angle is actually pretty fun though, I've experimented with it before and might someday make it its own mod - it's like a different kind of headbob.

Feel free to comment away! This really is a quite niche mod so it's not surprising it has 'only' a thousand subscribers, making comments and feedback much more valuable. It's really nice to read suggestions and answer questions.
Drache 14 May, 2020 @ 8:27pm 
Excuse me if I'm beeing annoying.
Could it work if, instead of using freelook, which area as you said is limited, you simply change the player's direction to be the same one as the direction of the weapon? My fear is that the weapon would be rotated by the same amount too though.

It's really a shame that a mod like this only has 1000 downloads, Arma community com'on!!
Pritchard  [author] 13 May, 2020 @ 12:53am 
Unfortunately you can't access the values stored in the arma 3 profile :(
The rotate commands in controls wouldn't really solve the problem sadly. It wouldn't work correctly with aiming deadzone.
Drache 12 May, 2020 @ 10:32pm 
Turn left and turn right under infantry movement
Drache 12 May, 2020 @ 10:22pm 
Also, there should be two in game commands (I think unassigned by default but I'm not sure) that do rotate the player horizontally at a constant speed. Ages ago where assigned by default to shift q and shift e
Drache 12 May, 2020 @ 10:19pm 
Oh, I get it, that's unfortunate :( Let us know if you make progress. I know that all the informations about the deadzone, fov and in-game mouse sensitivity are stored in the .Arma3Profile file under Documents\Arma 3 - Other Profiles\<your name>, maybe it's helpful
Pritchard  [author] 12 May, 2020 @ 9:55pm 
I have thought about adding a 'calibration mode' to the mod so that players can set information about their deadzone settings etc. but I'm not sure if I could pull it off. Maybe someday but it might just be beyond my skill in SQF.
Pritchard  [author] 12 May, 2020 @ 9:54pm 
Unfortunately, that is just a limitation of the information the game gives me. The mod doesn't know your mouse sensitivity, and can't account for that - it just adds its own turning on top of what the game already does.
When using the freelook trick, when your aim reaches the edge of your freelook box the game won't let you turn further - the mod overcomes this by continuing to turn you as much as it normally would anyway - but that is still less than what your normal total turn speed is, since the game itself is no longer contributing.

If it were somehow possible to get more information about the deadzone settings, or freelook limits, I would be able to compensate for this and the mod would generally work a lot better. Unfortunately, as far as I can tell there is no mechanism to do this.

Drache 12 May, 2020 @ 3:36pm 
When using the freelook trick, even with the mouse turning coefficient while aiming set to 1, the rotation of the player's body outside the FOV is extremly slow. With it set to zero it is absent.
Don't know if this is intended behaviour, but in my opinion it would be more realistic if the rotaton speed stayed the same while aiming and while not.
HuesudO_spn 28 Apr, 2020 @ 12:53am 
That was fast! And it works! Thank you very much! :D
Pritchard  [author] 26 Apr, 2020 @ 8:40pm 
The issue ought to be fixed now, with one minor caveat. Hopefully that's okay!
Glad you are enjoying the mod :)
Pritchard  [author] 26 Apr, 2020 @ 7:46pm 
Thanks for the heads up! I'll make sure to fix the issue.
HuesudO_spn 26 Apr, 2020 @ 5:08pm 
Just wanted to mention that this mod breaks the ability to swim up and dive by looking up and down. Not that that's a big issue, but just so you know.
Great mod overall.
MDK 15 Apr, 2020 @ 12:05am 
Awesome!
Pritchard  [author] 14 Apr, 2020 @ 11:11pm 
Hi everyone, just fixed the last bug in the mod that I was aware of - Please report any other issues with the mod here.
I haven't noticed any differences, but the latest update for the game claims to have sped up some functions that I use - hopefully it'll be running better for you now :)
Pritchard  [author] 7 Feb, 2020 @ 3:09pm 
@Italiandrache I hope that the freelook 'trick' works well for you when support for it comes out :)

I think I understand what you mean by the 'parameter that governs the horizontal rotation speed of the player' but I just want to make sure you mean something different than the two sliders currently in the mod? I made sure to implement the defaults so that the mod didn't affect aiming down sights.

Ideally in the future I would like to figure out a way to calibrate/detect the edges of the player's deadzone so that the mod can automatically switch itself off - right now the player actually turns faster than they ought to once they reach the edge... But it's a difficult problem to solve.
Drache 6 Feb, 2020 @ 3:30am 
Thank you for your dedication to the mod, I think the freelook thing might do the job of what I was asking for in my previous comment.

I thought that it'd be a nice improvement to add a parameter that governs the horizontal rotation speed of the player. Since the sensitivity differs betwen aiming with deadzone activated and deactivated, to get a more precise aim with deadzone activated in game sensitivity must be lowered. However that translates to bigger mouse movements to be needed to turn the player's body. Adding such a parameter would allow for a low in game mouse sensitivity to be set, in order to aim easily, while maintaining the rotation speed as if the sensitivity were higher.

I'm sorry for my bad english, enjoy your travel by the way ;).
MasterManiac 5 Feb, 2020 @ 3:39pm 
Thanks for the response! I never even thought about using multiple binds for aiming and freelook. That'd be really good for a "Hold RMB" command, now that I think about it. Neat!
Pritchard  [author] 5 Feb, 2020 @ 2:44pm 
@MasterManiac
Unfortunately as far as I know it's not possible to modify the aiming deadzone size outside of the menu - might be possible with something that tampers with game memory but that would never work with BattleEye.

One of the upcoming new modes for the mod will be designed to work with the 'hold freelook while aiming' method, by the way. Works best if you have both on the same bind!

And i'm glad you like the mod! :)
MasterManiac 3 Feb, 2020 @ 9:57pm 
"Any chance it's possible to lock the weapon to the centre of the screen when ADS is active? Like Insurgency?"

Hold down the Freelook button while aiming. At least for me, doing this yields that effect. Sorry for the multi-post. Can't seem to edit my other posts.
MasterManiac 3 Feb, 2020 @ 9:55pm 
I should mention - I really like this mod, by the way.
MasterManiac 3 Feb, 2020 @ 9:55pm 
"...when you zoom in, the weapon snaps to the center of the screen rather than your body shifting to where the weapon is pointing."

This is actually the way it used to be at one point. I have no idea why they changed it.

Anyway, I was wondering: would it be possible to enable separate deadzones for "aim mode" and free movement? I ask because I personally would love it if I can get full deadzone for sights aiming, and less deadzone for general running around/hip shooting.
Pritchard  [author] 3 Feb, 2020 @ 1:32am 
Not quite sure what you mean @Italiandrache but there are some improvements for the mod in the works that might help address the issue - it'll be a little while until I can release them though :( (travelling abroad right now)
MDK 1 Feb, 2020 @ 6:05am 
Oh, right, so, when you zoom in, the weapon snaps to the center of the screen rather than your body shifting to where the weapon is pointing.

I'm p sure that is out of the scope of this mod and part of the original hardcoded bullshit BI thought would be a good idea.
MDK 1 Feb, 2020 @ 6:04am 
What?
Drache 1 Feb, 2020 @ 1:47am 
Great job, without this mod Arma is unplayable with aiming deadzone enabled.
There is however an issue that bothers me quite a bit. If I zoom when the weapon is pointing to a boarder of the FOV, it automatically shifst the weapon to the new boarderof the zoomed FOV instead of changing the head view of the player (head, not body, so that when the FOV returns to normal the head view returns centered). I've a custom FOV but I'm pretty sure it does the same thing with the default one.
Thank you for your work and for your attention.
JJ 21 Jan, 2020 @ 12:34pm 
From what I heard that did the job, thanks!
Pritchard  [author] 19 Jan, 2020 @ 4:50pm 
I think it should be fixed now. Let me know.
Pritchard  [author] 19 Jan, 2020 @ 4:34pm 
Oops - sorry about that. I don't have much experience with running dedicated servers so I haven't really been sure about what to do. I'll work on getting this fixed ASAP - right now the Publisher doesn't seem to feel like uploading the change :/
JJ 19 Jan, 2020 @ 6:30am 
The mod is signed yet there is no server key provided?