It is impressive that this AR can be handled more accurately in the mid-range because of the functioning of the scope, as opposed to Vanilla's ACOG, which was strong in the cross range and could be used in the mid-range.
Gonna need some technical details on this. Just how much of the weapon handling/behavior is controlled solely by the model/animations? Cause I can see already changed holding animation/hand poses, changed mag position and handposes for handling the mag, a working scope on a weapon that only had a holosight, Pretty impressive for no code changes. Big implications for anyone wanting to try and port over existing weapon models/skins from flat HL2, if it's this simple to effectively change the way the player handles the weapon.
I guess we're stepping into the irl half life 2 timeline a lil bit, these things are having a come back apparently
It is impressive that this AR can be handled more accurately in the mid-range because of the functioning of the scope, as opposed to Vanilla's ACOG, which was strong in the cross range and could be used in the mid-range.
Gonna need some technical details on this. Just how much of the weapon handling/behavior is controlled solely by the model/animations? Cause I can see already changed holding animation/hand poses, changed mag position and handposes for handling the mag, a working scope on a weapon that only had a holosight, Pretty impressive for no code changes. Big implications for anyone wanting to try and port over existing weapon models/skins from flat HL2, if it's this simple to effectively change the way the player handles the weapon.
can you make the ar2 version of it?
half life 2 beta vr
real