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Hello,

a Thread in the GR2 Section about Bullet dropping about longer ranges made me think about that.

A realistic bullet dropping does not exist in GR (i didnt realize yet).... :D

The only weapon, that comes near to that is a GL.

So i compared the .GUN Files from the OICW and its GL and found two

Points, that could be used to mod a weapon to a get a realistic bullet dropping.

But i dont know, if it will work.

All .GUN Files are viewed from the "Realism Update" !!

The Max. Range in the .GUN Files:

OICW = 475.000000

GLforOICW=1.000000

m203m4=1.000000 (the GL from the M4?)

The motion Types of the Weapons are different too:

OICW = 1

GLforOICW=4

m203m4=4

did someone played with these Values??? possibly a combination of the Range

and/or the Motiontype would give GR that bit more realism in Shooting about long Ranges...

Does someone know what the Value for the motiontype is good for, are there

any more motion types/ how do they work? 0, 2, 3 ??? or more?

thanxx and bye

TTD

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Motion types are what animation is played when reloading and how its held. like for a GL the motion type is a 203.

Motion type

0-pistol- the chr animates putting a clip in the bottom of the pistol

1-assault rifle-chr animates putting a 30round mag in

2-sniper rifle- I think it animates the reloading a m24

3-dont think there is a 3

4-GL- animtes a 203 reload. Where he pulls the 203 cylinder up and then animates a 203 gernade into it.

5-Rocket- animates reloading a AT4.

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3-also for sniper rifles

6-shotgun

TTD, you'd have to create a .prj file along the lines of the 20mmglgrenade/40mmglgrenade for each type of round. The curve/drop of those are controlled in the prj file by initial speed, weight of round. The reason gl's have a 1 in the .gun file is that the prj file controls the object. If you put a 1 instead of 475 in a normal gun file, it gives it a range of 1. Problem has been for those who tried in the past, prj files are coded for explosive rounds, and if you shot something close you got the explosive shaking effect.

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I toyed with this idea back when we were making Black Sun, as a way to simulate realistic ballistics. Eventually, I decided that this method presented its own shortcomings and problems, so I chose not to use PRJ's for all weapons. The fact of the matter is, you are not going to achieve 'realistic' ballistics with Ghost Recon. Whatever you do, you're going to introduce another 'unrealistic' problem. Besides, in the end, Ghost Recon is a shooter. The game largely takes place inside 100m, and there's not a lot of time to target or bullet drop at those ranges. IMHO, it's best to just enjoy the game.

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Hellouuuu,

thanx for Your replies !!!

I played already with some Settings in that sections, but the Game crashed (Motiontype 4 and Maxrange 1.000000 in M24.gun, when i shoot a target.

With motion Type original and Maxrange 1.000000 you saw a hit at the aimed target, but a tango didn't go down....

So i use the game in standard again - it is fun already !!

bye

TTD

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