Help - "Dead Zone" Aiming style - Aim with fixed v
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Help - "Dead Zone" Aiming style - Aim with fixed v
Hey guys,
First off, this is a wicked website, can't say how many good ideas it has given me, thanks to all the people who have made it. Second I'm trying to mod an aiming style in quake similar to more modern day FPS (like you would see in call of duty for example).
In essence, I don't want the crosshair to remain in the centre of the screen all the time, I want to separate mouse looking from aiming in a sense.
Ideally I'd like to be able to use the mouse to aim around a fixed viewpoint, but if the mouse is aimed towards the perimeter of the screen, then it starts to behave more like a normal mouse (in that it starts to turn you/modify your actual viewing angle).
Does that make sense? I want to aim up/down/left/right etc. without actually LOOKING that way. The dead zones would be good too, but even just the ability to just aim with a fixed view would be useful.
I'd also like to do this using QuakeC if possible rather than engine modding since I have experience with the former and not the latter.
Any help would be appreciated.
Thanks,
Alex
First off, this is a wicked website, can't say how many good ideas it has given me, thanks to all the people who have made it. Second I'm trying to mod an aiming style in quake similar to more modern day FPS (like you would see in call of duty for example).
In essence, I don't want the crosshair to remain in the centre of the screen all the time, I want to separate mouse looking from aiming in a sense.
Ideally I'd like to be able to use the mouse to aim around a fixed viewpoint, but if the mouse is aimed towards the perimeter of the screen, then it starts to behave more like a normal mouse (in that it starts to turn you/modify your actual viewing angle).
Does that make sense? I want to aim up/down/left/right etc. without actually LOOKING that way. The dead zones would be good too, but even just the ability to just aim with a fixed view would be useful.
I'd also like to do this using QuakeC if possible rather than engine modding since I have experience with the former and not the latter.
Any help would be appreciated.
Thanks,
Alex
- Alex
- Posts: 24
- Joined: Sun Feb 13, 2011 6:24 pm
Ahh, Eulan, thanks for your work on Quake for the Wii, it's great. That's what actually got me started on this project in the first place and the aiming is really smooth.
Gnounc, an old school shooter is a cool idea and maybe I'll save that for a future project, but I plan to make a shooting simulation / training platform using the Wii remote.
Originally I was going to do the whole thing as a mod through the Wii, but after discovering a program called GlovePie that lets me connect my Wiimote to my PC I'll be using that instead. I plant to reconfigure my Wiimote into a platform something like this:
http://www.instructables.com/id/WeeP-5-Advanced-Zapper/
Except in my version the "gun buttons" (such as the bolt, trigger, magazine release - the actual functioning parts on the gun) will correspond to modded buttons in the game. So by simulaiton/training, I mean just that. A jam in the game will force you to clear your "weapon" in real life by working the bolt, taking out the mag, etc. When you're out of ammo in the game you'll have to take out your mag, load it in again, and chamber a round. Good for building muscle memory, and just for adding realism to the game. I can even utilize the wiimote's gyroscopes so that if you want to butt an enemy with your rifle you have to perform the action.
I needed to tweak the aiming due to how the wiimote will interact with the PC. If you let it behave just like a normal mouse it's either sluggish and non realistic or ultra-responsive and all you do is turn.
Hope that answers the question and makes sense, and thanks again for the info.
Alex
Gnounc, an old school shooter is a cool idea and maybe I'll save that for a future project, but I plan to make a shooting simulation / training platform using the Wii remote.
Originally I was going to do the whole thing as a mod through the Wii, but after discovering a program called GlovePie that lets me connect my Wiimote to my PC I'll be using that instead. I plant to reconfigure my Wiimote into a platform something like this:
http://www.instructables.com/id/WeeP-5-Advanced-Zapper/
Except in my version the "gun buttons" (such as the bolt, trigger, magazine release - the actual functioning parts on the gun) will correspond to modded buttons in the game. So by simulaiton/training, I mean just that. A jam in the game will force you to clear your "weapon" in real life by working the bolt, taking out the mag, etc. When you're out of ammo in the game you'll have to take out your mag, load it in again, and chamber a round. Good for building muscle memory, and just for adding realism to the game. I can even utilize the wiimote's gyroscopes so that if you want to butt an enemy with your rifle you have to perform the action.
I needed to tweak the aiming due to how the wiimote will interact with the PC. If you let it behave just like a normal mouse it's either sluggish and non realistic or ultra-responsive and all you do is turn.
Hope that answers the question and makes sense, and thanks again for the info.
Alex
- Alex
- Posts: 24
- Joined: Sun Feb 13, 2011 6:24 pm
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