Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Regarding my previous comment, setting the non-aiming coefficient the same as the aiming coefficient makes it work really well. Thank you!
THEY'VE FINALLY FIXED IT
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.
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.
If we want a better experience, we just have to wait for Arma 4... or for some real competition to show up. :(
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.
https://community.bistudio.com/wiki/ctrlMousePosition
Added now with the 2.00 update
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.
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!!
The rotate commands in controls wouldn't really solve the problem sadly. It wouldn't work correctly with aiming deadzone.
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.
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.
Glad you are enjoying the mod :)
Great mod overall.
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 :)
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.
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 ;).
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! :)
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.
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.
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.
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.