Jsonedecker

Weapon Positions

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Currently, we have eight (8!) weapon positions planned, excluding sprinting or similar.

 

Why so many?

A few reasons.

  • Prevents clipping issues.
  • Visually indicates accuracy.
  • Naturally helps balances different weapon types.
  • Gives weapons a sense of weight and size

What follows is essentially a cut and paste from our dev wiki, minus requirements and references.

 

On target positions

'Contact' positions that all share these traits:

  • On target.
  • Finger on trigger
  • Safety off.

Engaged

Full extension, sights engaged.

  • Very accurate.
  • Significantly decreased weapon retention.
  • Decreased awareness due to focus & visible weapon.
  • Increased chance of weapon being obstructed.

Ready

Full extension, sights not engaged.

Aside from change of head angle, no different in animation from engaged.

Distinction made between ready and engaged because you don't always use the weapons sights, especially in snap shooting / CQB.

  • Accurate
  • Decreased weapon retention.
  • Decreased awareness due to visible weapon.
  • Increased chance of weapon being obstructed.

Close Ready

Handguns : Held tightly near chest.

Long guns : Stock under shoulder, above hip.

With either weapon type, sights are not engaged.

Not referenced much when talking about long guns, but for handguns, comes up quite often. For some, this is the standard position for a handgun when not engaged.

  • Less accurate
  • Increased awareness due to less visible weapon.
  • Increased weapon retention.
  • Handguns : No chance of weapon being obstructed.
  • Long guns : Less chance of weapon being obstructed.

 

Off target positions

'Safe' positions that all share these traits:

  • Off target.
  • Finger off trigger
  • Safety on.

Low Ready

Muzzle pointing down, allowing player to see more.

A position everyone seems to agree on for long guns, being off target, yet allowing you to get quickly back on target.

Standard position for long gun when not engaged.

  • Slight firing delay.
  • Increased awareness due to less visible weapon.
  • Slightly decreased chance of weapon being obstructed.

High Ready

Elbows close to the body, muzzle pointing up.

Used when low ready is inappropriate, ie. moving up stairs or inclines.

A position everyone seems to disagree on, except when reference stairs or elevations, at which point it is preferred over low ready.

  • Increased weapon retention.
  • Increased awareness due to less visible weapon.
  • Faster interaction due to a more free offhand.
  • Decreased chance of weapon being obstructed.

Sul

Weapon rotated 90 degrees and held close to chest, muzzle pointing almost vertically down, slightly cantered away from players body.

Used when within close proximity of a team mate or non-hostiles.

Less aggressive pose the low ready, while still maintaining good control of weapon.

Can also be referred to as low ready, indoor ready etc.

  • Firing delay.
  • Maximum awareness due to no visible weapon.
  • Handguns : No chance of weapon being obstructed.
  • Long guns : Little chance of weapon being obstructed.

 

Obstructed positions

'Obstructed' positions that all share these traits:

  • Off target.
  • Finger off trigger
  • Safety on.

Obstructed Low

Handguns : Arms and weapon pointing down, almost vertically, close to body.

Long gun: Muzzle pointing down, almost vertically, arms and weapon close to body, arms tucked in.

 

For handguns, we could probably drop this and just use Sul.

 

NOTE: Not sure if this should be auto-used when near open window or similar to prevent giving position away or left to player choice.

  • Significant firing delay.
  • Must use transition to go over objects if found to be clear.

Obstructed High

Handguns : Arms and weapon pointing up, almost vertically, close to body.

Long gun : Muzzle pointing up, almost vertically, weapon held low and close to body.

  • Significant firing delay, but less than obstructed low.

 

Freeaim

Enable a limited amount of weapon movement/freeaim while at the ready or engaged to allow players increased awareness by lowering their weapon slightly.

 

Switching weapon positions

Tapping aim will switch to or from low/high ready, determined by weapon angle and stance.

 

Holding aim switches between engaged or ready.

 

Obstructed positions are automatic, with a high or low being determined by weapon angle and stance.

 

Sul will probably be automated, based on proximity to team mates.

 

Close ready will probably be semi-automated, based on proximity to lots of obstructions.

 

While we are pretty happy with this setup, none of it is final, as usual.

 

We are trying to make the system easy, but with the flexibility to take it further for those who want to.

 

eg. An experienced player may choose to manually switch to sul before doing a 180 or similar large turn in an enclosed space. Aside from greatly reducing the chance of their weapon snagging on the environment around them, the increased retention lets them bring it back on target more accurately then if they'd kept it at full extension.

 

Hopefully this gives you some insight into our methods.

 

Read this story on GroundBranch.com

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Looking at the dev wiki, I just realised that Psychomorph‘s Suggestion for INFILTRATION is not among the references, though it is one.

 

Anyone familiar with it will recognise similarities between various position ideas, if not the descriptions.

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Interesting reading. But to be honest nemumim can not really imagine. If it was a demonstration in the video it would probably be better. But at this stage of development that is unrealistic. Otherwise, if it will work as the first video from GB I think it will be good.

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John its a good read and shows the level of detail, can I add a but, maybe some screens under each heading, I know its a pain but it would work really well.

Sry mate

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John its a good read and shows the level of detail, can I add a but, maybe some screens under each heading, I know its a pain but it would work really well.

Sry mate

thumbsup.gif or a short Video...please.gif

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Another great dev update, i know time willing when the next snippet of video we are presented will be a vast visual improvement in what we have already seen in the steps going forward for this epic game to be.

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It sounds really interesting, but I do find it hard to picture what you mean by some of those positions. If they're already in-game, is there any chance for screenshots to be included so everyone can understand exactly what you mean by each position?

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Yes, it is a year old video. Unfortunately, current state of video games and it is not I on this via facebook (Ground Branch CZSK) people are asking us about a new video or pictures. I try all the videos and pictures and even text immediately after the release to put on facebook but not much what he can give. People are hungry for information as game development goes on.

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I included crappy mock-ups as part of the reference material. I was tempted to film myself demonstrating the positions, but does anyone really want to see bearded git with a toy gun posing in his study?

As soon as we have decent footage to show, believe me, we'll show it :)

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So the stances are still concept only? If they are already in-game, what's still missing to get to the screenshot stage? A video would obviously be better, but to demonstrate the point a screenshot is all that is really needed.

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Either a bearded guy with a toy gun or some googled pictures would be nice for a start

So the stances are still concept only? If they are already in-game, what's still missing to get to the screenshot stage? A video would obviously be better, but to demonstrate the point a screenshot is all that is really needed.

 

:whack:

 

This is for both of ya. Y'all need to keep your shirt on.

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So the stances are still concept only? If they are already in-game, what's still missing to get to the screenshot stage? A video would obviously be better, but to demonstrate the point a screenshot is all that is really needed.

 

No, the code and animation tree to drive them are both in.

Unfortunately, various animation requirements changed and it is decent versions of those that we lack.

We did piece some together, but don't believe the resulting in-game footage is worthy of sharing.

 

Either a bearded guy with a toy gun or some googled pictures would be nice for a start

Here, have some of reference material instead:

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Ok I get it now, once again you are really getting the detail in, and its various positions, as in today's trained and tested options.

 

The above reflects real life positions and why you take up a said position, the theory behind the stance.

 

The links above explain in detail what you are trying to achieve in game and also why you trying to achieve these positions in game.

 

These links are better than screens for sure.

 

Cheers Kris

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How much view will high ready obstruct?

And will these position affect player speed too? I figure you'll run faster with low ready than high ready.

Oh thanks for the update.

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Murdoc Kris`s vid explains that

it goes through vis and possition and why u use one and not nother, I would imagine that this is what is being done in game.

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This video reminded me of what I had read from Massad Ayoobs book Stressfire. Granted the example was done with a shotgun, the example given makes sense to me this way personally. Id say its more of a situational sort of thing rather than you must do one or the other. As both have their advantages / disadvantages.

 

Poor pic quality as took a photo with my mob. device from the book I pulled off the shelf. But its a damned good example of a situation where high carry works.

 

cgKvv.jpg

Kc8X1.jpg

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That and since its a game does not get in the way of the POV. Since jesus christ does it irritate the ###### out of me in other games, when my weapon is taking up a good portion of the screen while running and watching the thing swing back and forth infront of my screen.

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