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Hk Usp bullet rez offset problems

 
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Do you have this problem as well?
Yes
75%
 75%  [ 3 ]
No
25%
 25%  [ 1 ]
Total Votes : 4

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Lollerlance
.177 Pellet


Joined: 20 Oct 2008
Posts: 3

PostPosted: Mon Oct 20, 2008 5:44 am    Post subject: Hk Usp bullet rez offset problems Reply with quote

It appears that I'm the only one having these problems save a few weird instances, but the HK USPs always shoot low for me, the bullets rezzing a good foot to two below where my camera is pointed, not olny that, but i cant seem to get the bullets to become centered when i switch to just one USP, its still to the right/left, and still low.

No i didn't just detach one gun to switch to one, and yes i've tried it in multiple sims. i've heard Jahar will look at the offset in the new update so hopefully that will fix the problem, in the meantime im going to reinstall SL to see if that does diddly.
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Kira Jiagu
38 Special


Joined: 28 Sep 2008
Posts: 33

PostPosted: Tue Oct 21, 2008 11:45 am    Post subject: Reply with quote

I have this problem too and with several guns. every logon my bullets rez at a different point relative to the crosshairs (you lucky people at Pure Combat^^) I'm even fairly sure it happens using other makers guns, but I hardly ever use those. hehe
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Lollerlance
.177 Pellet


Joined: 20 Oct 2008
Posts: 3

PostPosted: Tue Oct 21, 2008 1:15 pm    Post subject: Reply with quote

Yeah, it seems to olny happen with BlackOps weapons for me, i have a few different Breach guns, yes i know they lag like hell, but they -always- are hitting dead center of my crosshairs.. go figure, the guns that lag everything and arent allowed in most combat sims actually work correctly. :/

i also have guns from many other makes, freebies as well, every single one save one or two hit dead center... its really strange
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Grey
Black Operations CEO


Joined: 03 Nov 2007
Posts: 470

PostPosted: Tue Oct 21, 2008 5:35 pm    Post subject: Reply with quote

It's to do with the ability to use each gun as a primary gun, and the fact that both guns fire independantly when dual wielded, breach has default rez offsets, which is totally unrealistic, and often illegal with certain systems.

This is fixed by adding a check. I spoke to Jahar about it, we want to wait for the 1.25 server code release to fix the physics bug, that way if anything "changes" we can deal with it pre-update...sound fair or should we do something different?
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Kira Jiagu
38 Special


Joined: 28 Sep 2008
Posts: 33

PostPosted: Tue Oct 21, 2008 10:18 pm    Post subject: Reply with quote

Short answer: Wait till LL maybe slightly gets their stuff together about physics with the new patch. This offset problem is easily dealt with by adjusting aim because the bullet path is consistent to a session.

But I have noticed and appreciate the different aimpoints for the adjustable stances in Black Ops guns. Unfortunately, even in optimal stance and remaining still the guns shoot low. It seems to only happen to me with the later BO guns with menus I'll attach my old Silverballers for a test later on to be sure. While I'm at it, I'll unpack a new Vintorez and see if it shoots higher than my usual one.
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Kira Jiagu
38 Special


Joined: 28 Sep 2008
Posts: 33

PostPosted: Tue Oct 21, 2008 10:38 pm    Post subject: Reply with quote

I just had the test (sky platform, AO and effects off RPC bullets and tracers at a marked distance from Midway pistol target) All guns shot low even in the best stance and freshly unpacked. they were less low in best stance and very low in worst regardless of model age or posessing a menu
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Kayla Stonecutter
Black Operations CTO


Joined: 03 Nov 2007
Posts: 341
Location: Oklahoma, USA

PostPosted: Wed Oct 22, 2008 12:07 am    Post subject: Reply with quote

Bullets from Black Ops guns should rez just slightly below the crosshairs, but not a foot or two low. Reason I never had them rez exactly on the camera is that it's harder to see the bullets in flight that way so not as easy to watch where they go and correct for movement of the target or yourself.

Height of the bullet rez shouldn't change though, just the left/right for dual weapons being held in dual stance.

I just tested the USP's, and in single hand mode they do fire off to the side if using HoldHigh or HoldLow animations, but are centered when using TwoHand anim. Should be a simple fix for the next update. They didn't fire lower than normal though, just low enough to see the bullets in flight.

For the low firing issue, have you tried using the gunreset to see if it's any better? Also do either of you have any unusual animations on your avatar, even if not from an AO? Try detaching all objects (Right-click yourself > Take Off > Detach All) and then attaching just the guns and testing then.
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Kira Jiagu
38 Special


Joined: 28 Sep 2008
Posts: 33

PostPosted: Wed Oct 22, 2008 4:53 am    Post subject: Reply with quote

The same test with no extra animations AO and everything off had identical results. Dual firing my Silverballers had the correct right and left position. Vintorez stayed centred, as did single twohand Silverballer hold. Slowly, I added back all my animations: smiler, a multitool i'm ruining, and Le Salut Chaotique hoping that just not wearing one would make aiming easier. But it was not to be, in fact I shot more accurately performing Le Salut Chaotique with my A/O running than I did stripped. So if anyone gets sniped by a cat waving her arms and singing/moaning, you'll know what happened ^^
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Lollerlance
.177 Pellet


Joined: 20 Oct 2008
Posts: 3

PostPosted: Thu Oct 23, 2008 11:23 am    Post subject: Reply with quote

That makes sense, to have them res low enough to be able to see them, but all the guns should have a consistent res height :/ that way, it would be an easy fix of making a custom hud based crosshair to fix where one should aim while still being able to see where the bullets are going. Ive tried doing that already but since each gun has a different rez height, I'd have to adjust it for each one, but even then it doesn't work because it seems to get lower the longer you go without resetting the guns.

Here's hoping that LL is on time with their physics update then!

((comment withdrawn))

Edit-edit: also Kayla, I have used gunreset multiple times, and well.. I dont know about you but if your seeing the same firing height that I am, its bad enough to the point where you cant even fire over low cover half the time, like in the bunker at PC, my bullets cant get through the window unless im aiming like.. up.


Last edited by Lollerlance on Thu Oct 23, 2008 10:22 pm; edited 1 time in total
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SubtleSara Oh
Black Operations Operations Manager


Joined: 03 Nov 2007
Posts: 364
Location: Los Angeles, CA, USA

PostPosted: Thu Oct 23, 2008 10:03 pm    Post subject: OK so Reply with quote

OK Look. Kayla made the Silverballers scripts, Jahar made the USP scripts. That being said, you can't compare Kayla's guns to Jahar's. He's new to Black Ops, and while she helps him BlackOpsify the new guns to par, some things get overlooked. These things will be fixed in an update. OK? Thanks.
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Kayla Stonecutter
Black Operations CTO


Joined: 03 Nov 2007
Posts: 341
Location: Oklahoma, USA

PostPosted: Fri Oct 24, 2008 12:34 am    Post subject: Reply with quote

All the guns I script should be rezzing at the exact same height; just barely under the crosshairs so custom one shouldn't be needed since the bullets should impact a few inches or so under where you're pointing. From what I've seen Jahar's are a tad lower than mine, but still not enough to need custom crosshairs IMO.

Also rez height should not change over time at all. Each time my guns are attached they recalculate the rez height to your view height. I believe Jahar's does as well, but if your avatar height doesn't change it wouldn't matter.

Note also that view height calculation goes completely off the avatar bounding box height, only way to do it. For 99% of people that works fine since the view height is at a consistent position. Only reason I can think that you're not getting bullets rezzed at the proper position is you have some kind of attachment or animation playing that's messing with your normal view position. Please try detaching all objects (Right-click yourself > Take Off > Detach All) and then attaching just the guns and testing then.

If there is an issue causing rez positions to change for some reason, then we need to isolate what is causing it so it can be fixed.
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Kira Jiagu
38 Special


Joined: 28 Sep 2008
Posts: 33

PostPosted: Mon May 18, 2009 9:13 pm    Post subject: It's Back! Reply with quote

My MP7s are shooting very low again. I've tried all sorts of stances and A/O stripping, but they still rez low in CCS mode. If anything, it's worse than before (at least 1 meter low). If you can suggest any workarounds or confirm this effect, please do.
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Dwayne Oliva
AlphaTech CEO


Joined: 03 Nov 2007
Posts: 259

PostPosted: Thu May 21, 2009 11:43 am    Post subject: Reply with quote

You know in CCS mode, theres an accuracy cone enabled?

which means that the weapons simulate RL firing I.E. a Sniper rifle will be a lot more accurate than a smg
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Kira Jiagu
38 Special


Joined: 28 Sep 2008
Posts: 33

PostPosted: Thu May 28, 2009 5:09 am    Post subject: Reply with quote

yes. but 30 seconds to 1 minute between standing shots wearing only the gun on a sky platform with the bullet hitting over a meter low consistently is not much of a cone. if i run around all primmed in CoLA up it's still the same distance low, so it looks like something is bustud. I wouldn't bring this here if it wasn't a problem
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Jahar Aabye
Black Operations Scripter


Joined: 08 Nov 2007
Posts: 397

PostPosted: Thu May 28, 2009 4:11 pm    Post subject: Reply with quote

Ok, I am having trouble reproducing any of this behavior, but one thing that would be helpful is if anyone who is having these problems could please include the bullet being used when reporting these problems. The CCS and DCS bullets have special accuracy (or maybe I should say "inaccuracy) cones for their rez offsets. This could cause them to appear to be firing inaccurately if one is firing too rapidly.

However, as far as I know the accuracy cones shouldn't make them rez a foot or two lower, that's definitely odd behavior.

Looking over the scripts for the USPs and MP7s, I noticed that they do reset the height settings when worn, but not when drawn, so I will go back and fix that. It is possible that if you wear the guns, and then if you were to switch to another avatar that was taller, then draw the guns and fire, then they might fire low.

Does using the gunreset command, or detaching and re-attaching the guns, do either of these things solve the problem?
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Kira Jiagu
38 Special


Joined: 28 Sep 2008
Posts: 33

PostPosted: Fri May 29, 2009 8:39 am    Post subject: Reply with quote

At Fiddlers green i reset the guns and and the problem was cured. So then i did a bunch of bullets and stances. CCsmeter on/meter off lagged and not, and the guns (mp7) still worked fine. I noticed and enjoy the accuracy cone with CCS bullets and meter. One thing about the MP7's is they do not appreciate extreme lag at all. But what does?

What i think it may be is switching from dual guns to single gun left and detaching the right gun in choked openspace sims. This was something i did in a really large fight around when i started noticing problems. One thing for sure is that i'm not changing av tallness; A year and a half ago i got a 1L shape right off Help Island and am still wearing the exact same one^^
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Dwayne Oliva
AlphaTech CEO


Joined: 03 Nov 2007
Posts: 259

PostPosted: Thu Jun 04, 2009 11:16 am    Post subject: Reply with quote

@Kayla - Gunreset, does fix the issue for a while
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Kira Jiagu
38 Special


Joined: 28 Sep 2008
Posts: 33

PostPosted: Thu Jun 04, 2009 4:08 pm    Post subject: Reply with quote

For a while. All it takes is a few logins and the problem returns. The bullets rez at a random point every new time, so I can't just aim higher.
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