Shooting out of eyeballs

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DiedTrying

FNG / Fresh Meat
Jan 17, 2011
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Has anyone else noticed this in game? The shots don't actually come from the rifle, but from the head of the soldier.

Just played sparta, and on 2 occasions this was blatantly obvious. One instance, a soldier with an MKB was behind a wall, I could see his gun was actually jammed into the wall and he was leaning just enough for his head to show. Well he shoots me dead...

Another instance, I was in a trench deployed with my dp28. The wooden houses on sparta can sometimes leave small gaps you can see through. From my position in the trench I could see small parts of germans behind the house since the sky was in the background. I saw a german put his head up to the hole that I was watching...all I could see were his eyes, nose, and bottom of helmet. I start pumping MG rounds into the house but BANG he kills me first.

I asked the guy who killed me to confirm he was looking through the hole, he said yes that was him.

I know a lot games use this mechanic, but I wasn't expecting it in RO2.
 

Colt .45 killer

Grizzled Veteran
May 19, 2006
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ro1 players looked out of the very top molecule of their helmets. Ive noticed that the bullets dident seem to be coming from the guns themselves in RO2, but it doesnt seem as bad as getting shot by the top half of a cm of a helmet at 100m.

Im hoping for a fix for this later.
 

Nenjin

Grizzled Veteran
Apr 30, 2009
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Not knocking ya, but pretty much every FPS created has this problem in one form or another. It does make it really, really, really hard to notice people who make the most of it though.
 

FBOTheLiuetenant

FNG / Fresh Meat
Mar 20, 2006
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www.righttorule.com
Not only this, but there are specific 3rd person animations that don't properly show which direction a player is looking. When in slow-death, the player model only faces the direction they were looking when they were shot, but they can still spin around and shoot you while they appear to be looking 180 degrees away. Yeah, it is annoying, but I just shoot them regardless of which way they are looking.
 

Rumo

FNG / Fresh Meat
Jun 3, 2006
714
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Vienna; Austria
ro1 players looked out of the very top molecule of their helmets. Ive noticed that the bullets dident seem to be coming from the guns themselves in RO2, but it doesnt seem as bad as getting shot by the top half of a cm of a helmet at 100m.

I also remember this being a big complaint in ostfront, you would think they would have fixed this. I believe arma does it correctly.
As Colt .45 killer has said, in ROOst the problem was even more drastic , because most of the time you couldn
 

Colt .45 killer

Grizzled Veteran
May 19, 2006
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arma is the only game I know to fix this problem, and it does that by firing your bullets out of the barrel of the gun itself. One downside of this ( relatively ) is that you will occasionally thing you are clear to fire at something, only to have your muitions smack the wall you are leaning out from. ( I guess I prefer that to having to put up with being shot by slivers ). That also makes me glad that ARMA has the weapon arming distance modeled on explosive munitions, otherwise that would be a massive FUUUUUUUUU generator there.


I think this kind of fix may not be as easy in RO because of the 1st & 3rd person anims are different ( as others have pointed out ). ( your barrel is actually pointing in 2 directions, not 1, as there are two of them in existance)
 

aop

FNG / Fresh Meat
May 28, 2006
242
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I think this issue has nothing to do with bullets coming out of players eyeballs but with differences between 1st and 3rd person animations and models. I think this game uses separate 1st and 3rd person animations and models like many other games. Where the 1st person view weapon points determines where the bullets go. So when the guy has clear line of sight to you on his screen on your screen he might be partially obstructed by a wall because the 3rd person model and animations you see don't perfectly match what he sees in 1st person view. This results in cases where it seems like the bullet come from somewhere else than players gun.

ArmA2 doesn't have this problem because the 1st and 3rd person models and animations are the same. When you switch to 1st person mode the camera just replaces the 3rd person models head. You can look down and see your chest and feet and in some bugged situations you can even see your neck where the camera is "attached". Most games don't do this, I don't know why but I bet it has something to do with the amount of work that is required to make models and animations that are the same in 1st and 3rd person views to make them look good in both and not sacrifice too much resources. In regular game you can have one super high detail 1st person model and animations for player character and the rest can use lower detail 3rd person stuff.
 

DiedTrying

FNG / Fresh Meat
Jan 17, 2011
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Yeah, I figured on his screen he could actually aim the gun at me (or he wouldnt have hit me obviously)

Thanks for the thought out explanation.
 

LugNut

FNG / Fresh Meat
Feb 12, 2011
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It's hard to come back to bullets coming out of the rifle sight/your eyes after ARMA. I keep trying to make sure that my weapon is clear before firing.... :p