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T3D 1.1 - Horrible Aiming Issue - RESOLVED

by Twisted Jenius · in Torque 3D Professional · 06/06/2011 (1:37 am) · 16 replies

Build: Torque 3D 1.1 Professional

Platform: Windows 7, 64 bit

Target: Cannot be hit (art)

Issues: The aim of the new rifle* is significantly higher than any previous Torque weapon, and is higher than what would be expected from any shooter. When the new soldier character aims the rifle* up, down, or at various distances; the rifle's* aim point changes its relative position on the screen as opposed to any previous Torque weapons that have not displayed this behavior.

Steps to Repeat:
1. First make sure your computer meets the minimum system requirements to use Torque 3D. If you are unsure what those are, you can check them in at the following location: http://www.garagegames.com/products/torque-3d/documentation
2. Check that your computer is plugged in. If your computer is not plugged in, you should begin to plug it in at this time.
3. Press the power button that is located on the outside of your tower.
4. Wait for your computer to boot up. If your computer does not seem to be booting up, please recheck step 2.
5. After your desktop has fully loaded, open an internet browser and proceed to the following location to download Torque 3D: http://www.garagegames.com/products/download/385
6. After your download has completed, double click on it to install. If double clicking on the completed download does not seem to work, please recheck step 2.
7. To install Torque 3D, make sure to completely disregard any security warnings that may or may not pop up and just click "Run".
8. Quickly press "Next >" and then "I Agree" before taking even a cursory glaze at any of the text which may or may not be a legally binding contract that you have now entered.
9. Then click "Next >" yet again for no apparent reason.
10. Just keep hitting enter.
11. Now click any one of the dozens of new icons that have now appeared in your start menu and on your desktop.
12. Now with Torque 3D open, press "Play" and begin to choose a level to load, rather to begin playing the game as was previously indicated by the "Play" button.
13. Press the "Go!" button to indicate your excitement about finally getting to play something.
14. Now with the game open, locate your left mouse button.
15. Make sure the button is free from any obstruction. If blockage has occurred, please recheck step 2.
16. Once you are sure that you have a fully functional left mouse button, using your index finger proceed to slowly yet firmly apply pressure to the top of the button in a downward motion.
17. With your eyes open, face the screen and let your optic nerves transmit data to your brain.
18. Face the player in any direction (seriously, for this issue, it really doesn't matter).
19. With your finger still depressing the left mouse button, make note of the inaccurate trajectory of the projectiles.
20. If you are having problems reproducing the issue, please recheck step 17.

... Or just shoot your gun at any time at all during QA.

Suggested Fix: Fix your art (both the rifle* and the new soldier character's animations).

*Based on its accuracy alone, I would actually say it is a smooth bore musket.

About the author

Developer of The Universal AI Starter Kit and Twisty's Asylum Escapades.


#1
06/06/2011 (1:52 am)
It was clarified in IRC the other day - by "QA" - that this was intended behavior believe it or not.
#2
06/06/2011 (1:58 am)
Now I'm really glad I made my post so sarcastic if it's not getting fixed anyway.
#3
06/06/2011 (2:04 am)
Hopefully someone will come to their senses... but yeah, horrible horrible example weapon usage for such an eye catching demo.
#4
06/06/2011 (2:11 am)
Thanks for passing along that information Michael. I'm just shocked. Since that's intended, I'm just going to have to say that that rifle* is already "functionally obsolete" as far as The Universal AI Starter Kit goes.

When the bots point the rifle* straight, they shoot 5 feet above the player's head. I'm stumped as far as a solution to that. The only things I can think of are horribly janky workarounds that still won't work correctly in a lot of situations; or completely redoing all the art. The easiest thing at this point is just to say "no rifles* allowed".
#5
06/06/2011 (2:27 am)
I personally had no use for the rifle or soldier so already 'scrapped' them, but you could try changing the rifle to fire from the old standard first person eye offset, then adjust the projectileSpread to taste - I remember thinking it seemed a bit high as well but I don't remember what value ranges I used when using that style of vector scattering.
#6
06/06/2011 (2:47 am)
You're right, simply uncommenting the offset and eyeOffset, and commenting out the projectileSpread gets it to shoot correctly. Of course with the offset applied it looks fairly odd; and if it looks bad, there's really no point (since its visuals are its biggest draw compared to other weapons).

I think I'll still leave the old rocket launcher as the default weapon in The UAISK, but it's good to know about the offset in case anyone asks in the future. Thanks for the help!
#7
06/06/2011 (2:48 am)
When I first noticed how bad the aim was I thought oh cool, ironsights... But no its just horrible aiming.

And that is the fix I would like to see, ironsights as basiclly every FPS and even Third person shooter has that now. And we know how to fix it to be centre of screen shooting.

Still the shooting seems a bit too high. And the gun gets a bit cut away at some angles due to the FOV.
#8
06/06/2011 (5:41 am)
LOL, I was just noticing this this morning :D

I was checking on decals and figured I'd shoot some models and had to keep looking up to see the places I hit :O Now I know I'm not such a bad shot afterall :)

I personally think the bots shooting over my head would be just fine though :)

@Twisted- I love the 'steps to repeat' :)
#9
06/06/2011 (7:30 am)
Quote:
this was intended behavior believe it or not.
Use The Force, Luke ... let go your feelings ...
#10
06/06/2011 (7:45 am)
Just to confirm from someone at GG, that is the intended behavior. Are we completely happy with it? No. However, time was running short as we were trying to polish "game play". To get much more realistic aiming, we need to make changes to both script and assets. At that point, we were in lock down. We had to ship, but we plan on revisiting the demos to create more polished interaction.
#11
06/06/2011 (8:46 pm)
Whew! Glad to hear that, Michael. Pass along that the new behavior is unpopular, if you would please.

I kinda like the grenade launcher, though.
#12
06/08/2011 (4:17 am)
It looks OK by enabling correctMuzzleVector, and setting the rotation to something like "1 0 0 8" (and reducing the projectileSpread if needed)
#13
11/10/2011 (4:07 am)
I can confirm ... making these edits does seem to increase accuracy 99%, making the cross hair more effective. Im going to make this change to my full template, so won't have to do it again.

soldier_gun.cs
correctMuzzleVector = true;
   rotation = "1 0 0 8";
#14
11/10/2011 (7:24 am)
Just to point out:
"CorrectMuzzleVector" will always aim the projectile towards the centre of the screen as it follows the vector of the EyeNode - or the CamNode in 3rd person - regardless of which direction the weapon's muzzleVector is facing.

This means that in 3rd person it is possible to "use vanity view" to turn the camera around to see the player and then be able to shoot yourself. :P

As for things like "rotation" that's just part of the "eyeOffSet" system for bolting the weapon to the camera (or most likely in 1.2 bolting the first person weapon with arms to the camera).
#15
11/10/2011 (7:48 am)
@Steve
We actually snuck in a fix for the vanity view one for 1.2 the other day.
#16
11/10/2011 (7:53 am)
Awww ... no comedy shooting behind yourself ... you spoil all the fun! ;)