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Decoupled aiming and walking direction


blazespinnaker

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Hello Mod Gurus.

 

Do you think the subject is possible? I want to create a mod where I set the aim of my gun separately from where my head is looking. Ideally I could rotate the gun in the scene to point in the vector that I'm aiming at. Direction from for the gun would come from a peripheral that I want to support. (Thinking PS Move right now).

 

Ideally, I'd decouple the direction that I'm walking from the direction my camera is going. I assume that should be somewhat easier, since that's just like walking backwards or strafing.

 

Finally, it'd be great to have dual wielding. So, two guns.

 

This is all to better support VR and such things as the Omni Virtuix: https://www.youtube.com/watch?v=DIamd4Uso4k

 

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Was going to request this myself, but I would suggest only having a free-look 3rd person camera only when your gun is lowered. When you raise it the view would snap back to your weapon direction.

I'm guessing this mainly only applies to those of us using keyboard and mouse because you should be able to control both movement direction and camera angle separately with a gamepad...if you can't, that's stupid.

 

Also, yes it is possible. I had one for Skyrim that you could toggle on and off using a user defined button.

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  • 1 month later...

I had this exact idea when FO4 was released. In fact I've put off playing FO4 entirely until I have an omnidirectional treadmill + mocap suit, HMD, and gun controller (not to mention a much beefier PC :wink:. I'm currently building a very basic mocap suit to determine the speed & direction the wearer is traveling, plus crouching. Building the ODT is straightforward, it's just a carpeted bowl. Getting an OSVR in a few weeks, and gun controller should be easy to build with an old airsoft rifle.

 

The final piece of the puzzle is the Fallout modding. Pretty sure the whole UI has to be overhauled for HMD (settlement building may be messy) but the main thing is input support. I've looked into Lutana and the input functions are there. The only remaining question for me is whether you can control the player's aim and viewport independently through scripting (I'll check out that mod, hopventure). There's not much interest in this idea with the old Oculus paradigm, because it's not very useful to have decoupling when you are sitting at a keyboard and you can't tell which way you are facing. The use of an ODT resolves that.

 

The idea is to fuse the various inputs into an emulated 360 controller (so that the game engine can access them), which has 6 analog axes. The mocap suit will be mapped to the left sick, no modding required. Head tracker to right stick... just remembered that view does affect your direction, crap. And gun controller X/Y to left and right triggers. Hopefully that will be precise enough; each trigger only has half the dynamic range of the analog sticks. One other problem may be the scripting overhead, I have no idea if it will be efficient enough.

 

As for dual wielding... that's beyond my modding imagination :smile:

 

edit: of course I'd have to develop this for NV and then hope it can be supported in FO4

Edited by sp0tty
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You can strafe and walk backwards but that's not the same thing. Imagine running forward and trying to glance to your right. In Fallout this would force you to start running to the right, unless you began strafing to your left.

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