Arma 3
Heavy Weapons Framework
R. Gonzalez 1 Nov, 2024 @ 12:31pm
Realism Suggestion
I'd like to suggest 2 things:

1) ADS (Optics view) could not be used while using the mod hip firing animation (don't even need to explain why 😅)

For that, I took the liberty to create a displayAddEventHandler which mitigates that problem and already works very fine:

(findDisplay 46) displayAddEventHandler ["MouseButtonUp", { params ["_displayOrControl", "_button", "_xPos", "_yPos", "_shift", "_ctrl", "_alt"]; if (_button == 1) then { _unit = missionNamespace getVariable["bis_fnc_moduleRemoteControl_unit", player]; if !(WBK_HeavyWeapons_AllowSights && currentWeapon _unit in WBK_HeavyWeaponsArray) then { if (vehicle _unit == _unit) then { _camera = cameraView; if ((_camera == "INTERNAL" || _camera == "EXTERNAL") && animationState _unit in ["rotary_proper_walkfr","rotary_proper_walkfl","rotary_proper_walkr","rotary_proper_walkl","rotary_proper_walkbr","rotary_proper_walkbl","rotary_proper_walkb","rotary_proper_walk","rotary_proper_turnr","rotary_proper_turnl","rotary_proper_toidle","rotary_proper_idle"]) then { [_camera,_unit] spawn { sleep 0.005; (_this select 1) switchCamera (_this select 0); }; }; }; }; }; }];

as also this one below had to be added to the already existing "MouseButtonDown" displayAddEventHandler, right before the syntax that starts the mod's hip fire animation:

_camera = cameraView; [_camera, _unit] spawn { sleep 0.005; if ((_this select 0) == "GUNNER") then { (_this select 1) switchCamera "INTERNAL"; }; };


2) IF an simple reverse animation should be added, making the player LEAVE the hip fire mode, then we could change the first code above to bind the player's RIGHT mouse button to just leave the hip fire



My suggestions come from the consideration that this mod adds a good layer of realism, and player who seek it will surely enjoy these limitations
Last edited by R. Gonzalez; 1 Nov, 2024 @ 1:48pm
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WebKnight  [developer] 1 Nov, 2024 @ 6:16pm 
I could just literally change one param in animation and it will block ability to aim, but i aint doing that. This mod is not about realism, and it works as intended. If you wish to alter it in any way - you are free to do so.
R. Gonzalez 1 Nov, 2024 @ 7:25pm 
Originally posted by WebKnight:
I could just literally change one param in animation and it will block ability to aim, but i aint doing that. This mod is not about realism, and it works as intended. If you wish to alter it in any way - you are free to do so.

Hummm ok...

But even if not for realism sake, it feels just strange to have that ADS view since the sights are actually on the character's "waist"... Don't you think?

Anyways, it could be also an optitional thing. Your call.

Thnks for the attention
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