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Dual Wield, why is it so hard?

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Created 10 years ago
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So I've asked before, but I seem to have forgotten.

What makes a proper dual wield hard? By proper, I mean a dual wield where each gun fires separately with the push of right and left mouse button. Is it not possible to overwrite the aim to make it shoot instead? Or script a gun that when aiming down sights, doesn't change fov or anything, plays fire anim, and shoots a bullet?

Any response is appreciated, thanks. :)
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There have been several attempts on dual wielding and the major issue with them was always the coop lag.
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There have been several attempts on dual wielding and the major issue with them was always the coop lag.

But where does that lag come from? Why is it creating lag.
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But where does that lag come from? Why is it creating lag.
It's not creating lag, it's just that WaW is that slow sometimes. The other hard thing to do is to make it look like it's playing 2 animations at the same time, but that has already been done by offthewall.
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But where does that lag come from? Why is it creating lag.
Let's say your ping is around 100ms and the game works at stable 60fps on host.
1) Player presses ADS button which is scripted in the script to play the fire animation. Since it's not done clientside nor the prediction can't be scripted it sends the message to the host that the ADS button was pressed.
-- 45ms later host receives the message
2) Host's script checks for player's ADSButtonPressed() and the function returns true. Host sends a message to the player to play the Fire animation.
-- 17ms delay because the game does it's logic then in next frame it sends info to clients
-- 45ms later client receives info from the host to play the fire animation
3) Player plays fire animation.

I might have made some mistakes in this but it should be enough to clear this up.
TL;DR The scripts are handled on host. Since real DW in WaW can only be achieved via scripting, you can't avoid the lag. Yeah, it will always work well for the host, but what if you're not the host?
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Let's say your ping is around 100ms and the game works at stable 60fps on host.
1) Player presses ADS button which is scripted in the script to play the fire animation. Since it's not done clientside nor the prediction can't be scripted it sends the message to the host that the ADS button was pressed.
-- 45ms later host receives the message
2) Host's script checks for player's ADSButtonPressed() and the function returns true. Host sends a message to the player to play the Fire animation.
-- 17ms delay because the game does it's logic then in next frame it sends info to clients
-- 45ms later client receives info from the host to play the fire animation
3) Player plays fire animation.

I might have made some mistakes in this but it should be enough to clear this up.
TL;DR The scripts are handled on host. Since real DW in WaW can only be achieved via scripting, you can't avoid the lag. Yeah, it will always work well for the host, but what if you're not the host?

Appreciate the explanation, I understand it now. It's a shame it can't be done properly, but I guess some limitations are meant to not be overcomed. +1 For explaination. :)
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But where does that lag come from? Why is it creating lag.
the lag is caused because the lowest wait time for GSC is .5 (i think it may be slightly lower but its close) which is still enough for the eyes to pick up on it. Since GSC is a server based language, the wait times and comands can and will be delayed based on you connection. COD has always had a ingame lag which is also applied to GSC ( http://www.youtube.com/watch?v=OcTf2kDuxrs ) The best language for duel weild is CSC, but there arent any animation functions in that language, or atleas no documentation of it so we have no idea. So what we have to do is tricks to the eye and hope for the best :D

Appreciate the explanation, I understand it now. It's a shame it can't be done properly, but I guess some limitations are meant to not be overcomed. +1 For explaination. :)

just cuz it cant be done properly, does not mean that it cant be done in an efficent manner, it just requires equations of prediction and alot of delusions
Last Edit: January 24, 2016, 08:47:01 pm by liamsa669
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Why not make it for people who play on solo can just use the True Dual Wield meanwhile there's an algorithm where people who play on coop (or maybe on coop with bad ping) Get the fake dual wield
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the lag is caused because the lowest wait time for GSC is .5 (i think it may be slightly lower but its close) which is still enough for the eyes to pick up on it. Since GSC is a server based language, the wait times and comands can and will be delayed based on you connection. COD has always had a ingame lag which is also applied to GSC ( http://www.youtube.com/watch?v=OcTf2kDuxrs ) The best language for duel weild is CSC, but there arent any animation functions in that language, or atleas no documentation of it so we have no idea. So what we have to do is tricks to the eye and hope for the best :D

just cuz it cant be done properly, does not mean that it cant be done in an efficent manner, it just requires equations of prediction and alot of delusions

its actually 0.05
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If you want scripts / features made for you, then contact me by PM or email / skype etc
it will cost you tho so if you have no intention of reciprocating don't even waste my time ;)
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So I've asked before, but I seem to have forgotten.

What makes a proper dual wield hard? By proper, I mean a dual wield where each gun fires separately with the push of right and left mouse button. Is it not possible to overwrite the aim to make it shoot instead? Or script a gun that when aiming down sights, doesn't change fov or anything, plays fire anim, and shoots a bullet?

Any response is appreciated, thanks. :)
by definition?

We dont have a way to get into the part of the engine we need to do it, so have to "simulate" it. Because of this there is clent vs host lag

basically, your client, im host. You press your ads button, should fire the left gun


your game, has to first ping to me to tell the "host" the button was pressed, the host then needs to respond to that signal
If you consider most people are on a minimum of like 120 ping, thats 240 for the response, which is a quarter of a second, before the game knows "what to do" basically

its actually 0.05

theres a number of of 0.001 waits in my scripts, so no idea what hes on about this time
Last Edit: January 29, 2016, 02:27:05 am by Harry Bo21
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theres a number of of 0.001 waits in my scripts, so no idea what hes on about this time
you can tell it to go as low as you want but it will always default to 0.05
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you can tell it to go as low as you want but it will always default to 0.05
any kind of evidence?

 
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