REALISTIC aiming of bows/crossbows?

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DJK83

Sergeant
Rather than being forced to have the crosshair enabled, it would be a lot more realistic and immersive to have the bow/crossbow held in a position that allowed you to aim it as one would in real life. Does anyone know how this could be done?
 
DJK83 说:
Rather than being forced to have the crosshair enabled, it would be a lot more realistic and immersive to have the bow/crossbow held in a position that allowed you to aim it as one would in real life. Does anyone know how this could be done?

Edit the texture and erase the crosshair.
 
But I'm talking about the actual position that the bow/crossbow is held in -- even in first person. I already know that you can remove the crosshair, but it's of no use when the weapon isn't positioned in a way that allows you to aim. Know what I'm saying? I'm kinda looking for the medieval equivalent of iron sights. But instead of looking down the sights, you'd be looking down the arrow or bolt.
 
DJK83 说:
But I'm talking about the actual position that the bow/crossbow is held in -- even in first person. I already know that you can remove the crosshair, but it's of no use when the weapon isn't positioned in a way that allows you to aim. Know what I'm saying? I'm kinda looking for the medieval equivalent of iron sights. But instead of looking down the sights, you'd be looking down the arrow or bolt.

That already happens in FPV.
 
Search for iron sights kit or sth around the forum. There was one created, it does exactly what you want.
 
Medieval archers didn't look down the arrows, btw.  They didn't use the modern stance; they used totally different methods to draw and loose.  Warband's actually pretty inaccurate that way, but so are all the movies.  I presume players would hate it if they used the real draw / loose style... because 99% of them have never seen how it was actually done, so it looks "weird".

And while some crossbows had a lattice for aiming and a rough guide for ballistics, most didn't.  More importantly, the aiming procedure for anything past 30 meters or so with either weapon would make trying to aim it like a gun a fairly unpleasant experience.  I'd really hate having the crossbow model block most of my sight picture as I aimed up enough to correct for gravity for a distance shot, for example.  There's  huge difference between doing it IRL and doing it in a game, in terms of how it feels, because games don't deal with parallax anything like correctly.

In short, doing either thing in a way that would make FPS "iron sights" enthusiasts happiest would both be unrealistic and ahistorical, and, in the case of crossbows, rather unhelpful in terms of accuracy- which isn't realistic; medieval crossbowmen could achieve pretty decent accuracy IRL if they were well trained.

Aaaaanways... that two cents aside, you could do it with either by making relatively small adjustments to the current animations.
 
Its simple at ranges where you can see over the block you do but just like in real life it could be animated to shift the angle you see slightly and yes most period bowman did draw differently from modern sport archers but not all and for different reasons suck as mounted, and i hunt beer and boar mounted btw, where you rely on guesstimation as mush as skill or the longbow where the draw is so long that  you cant sight down the arrow

not tryin to start an argument but if im wrong about the animation idea tell me
 
Lumos 说:
Search for iron sights kit or sth around the forum. There was one created, it does exactly what you want.

I searched both of those terms and I can't seem to find it. Do you have a link?

xenoargh 说:
Medieval archers didn't look down the arrows, btw.  They didn't use the modern stance; they used totally different methods to draw and loose.  Warband's actually pretty inaccurate that way, but so are all the movies.  I presume players would hate it if they used the real draw / loose style... because 99% of them have never seen how it was actually done, so it looks "weird".

And while some crossbows had a lattice for aiming and a rough guide for ballistics, most didn't.  More importantly, the aiming procedure for anything past 30 meters or so with either weapon would make trying to aim it like a gun a fairly unpleasant experience.  I'd really hate having the crossbow model block most of my sight picture as I aimed up enough to correct for gravity for a distance shot, for example.  There's  huge difference between doing it IRL and doing it in a game, in terms of how it feels, because games don't deal with parallax anything like correctly.

In short, doing either thing in a way that would make FPS "iron sights" enthusiasts happiest would both be unrealistic and ahistorical, and, in the case of crossbows, rather unhelpful in terms of accuracy- which isn't realistic; medieval crossbowmen could achieve pretty decent accuracy IRL if they were well trained.

Aaaaanways... that two cents aside, you could do it with either by making relatively small adjustments to the current animations.

Wow, thanks for the input. I think I know what you mean, but quite honestly, I'd prefer a more difficult experience to using crosshairs. I just hate them. Even if it couldn't be completely accurate, I think it would be better than the current system. So, that said, what kind of changes would have to be made to the animations? I know that in many a FPS, it's possible to simply move the weapon model to look down the sights, and I've done it in several. But I have no idea how the animations work in Warband.
 
DJK83 说:
Lumos 说:
Search for iron sights kit or sth around the forum. There was one created, it does exactly what you want.
I searched both of those terms and I can't seem to find it. Do you have a link?
I'm sorry. "Sth" is short for "something", I was in a hurry when I wrote it. :wink:
Otherwise, I found a link. OSP - Ironsight mode.
 
Okay, I took a look at that, and it's kinda what I want. But I'm looking to have the crossbow lined up a little bit better, and also, that mod doesn't touch the bows. Now, looking at the code,  I think I understand how it works, and might be able to adapt it to what I want, but I'm actually not sure which .py file this is supposed to go in. Any idea? It's probably a dumb question, but I'm relatively new to modding Warband.
 
it's supposed to go in module_mission_templates.py, near the "pilgrim_disguise" line. Then. you call it in each mission template by using "singleplayer_ironsight_mode" or "multiplayer_ironsight_mode" or whatever it was.
 
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