Effects of breathing possible? (No pun intended)

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ecko_66
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Effects of breathing possible? (No pun intended)

Post by ecko_66 »

Is there a preexisting code option for weapon odfs that define how far the reticule randomly strays while in different positions (running, walking, standing, crouching...) This is also known as breathing :D

I've have looked, I have not found...

Thanks
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Fiodis
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Re: Effects of breathing possible? (No pun intended)

Post by Fiodis »

No. The reticule is a solid mesh, which won't move unless you give it anims, and HUD objects don't use anims.
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Re: Effects of breathing possible? (No pun intended)

Post by ecko_66 »

Is the reticule attacked to the gun in the sense that if a added an animation to the gun the desired effect would be created?

Thanks so far.
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Re: Effects of breathing possible? (No pun intended)

Post by Fiodis »

It is attached ( :wink: ) to a .HUD file. By creating a new mesh that was transparent from your view and creating a system of custom weapon icons, you could theoretically create a custom reticule for each weapon, reflecting various accuracies. However, you would not be able to make it move to show the accuracy of various unit stances.
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Re: Effects of breathing possible? (No pun intended)

Post by ecko_66 »

Fiodis wrote:It is attached ( :wink: ) to a .HUD file.
Lol I was looking at that for a good five minutes... I was asking about the reticule jumping around because its trying to escape the scope and attack the gun, couldn't you tell? :D


Hmmm well the desired effect would be present... but still no breathing.

I remember back when I was using a crappy gamepad - it couldn't hold zero very well and thus the reticule was always moving ever so slightly. But inputs are hard coded, and there's no way to interrupt them and add some 'breathing' to them, is there?

Is there any way you can think of accomplishing this that I haven't asked about yet?
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Re: Effects of breathing possible? (No pun intended)

Post by Fiodis »

Fiodis wrote:No.
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Re: Effects of breathing possible? (No pun intended)

Post by ecko_66 »

Okay thank you very much.
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