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kurwa bylat

RAISE MODIFIER/TOGGLE AIMING DOWN SIGHTS

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Right now in order to fully aim-down the sight (ADS) one must first use the Raise Modifier action, which positions the players gun into a hip-fire position. Toggle Aim Down Sights CAN NOT be performed WITHOUT the Raise Modifier. May these two be SEPARATE actions, as oppose to having one be required to perform the other, please?

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It already works like this. There are two ways to ADS:

1.Hold RMB to Raise weapon + tap shift to ADS. When RMB is released you lower your weapon.

2. Tap RMB  - you snap directly to ADS without going via the raise weapon state. This is a toggle, you don't need to keep the button pressed. (And if you tap shift you leave ADS but will keep the weapon raised)

Edited by Derleth
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9 hours ago, Derleth said:

It already works like this. There are two ways to ADS:

1.Hold RMB to Raise weapon + tap shift to ADS. When RMB is released you lower your weapon.

2. Tap RMB  - you snap directly to ADS without going via the raise weapon state. This is a toggle, you don't need to keep the button pressed. (And if you tap shift you leave ADS but will keep the weapon raised)

Indeed! But, the thing is, you cant ADS without also going through the Raise Modifier action. By default the two actions are bound to the same button for seamless aiming and both must stay bound together on the same button  in order for what you explained to be possible. If you unbind Raise Modifier you wont be able to ADS at all despite the Toggle Aim Down Sights action still being bound to a button. I also believe this might solve an ADS "bug" in the game where if a player decides to ADS while simultaneously crouching, sometimes the players gun draws back into a lowered position or back into the raised position. I think this is to due the game miscommunicating between the two actions; *Raise Modifier, Toggle Aiming Down Sights* not being able to differ the order of both actions and getting stuck performing the Raise Modifier animation, or canceling any aiming animations while trying to crouch. The "bug" seems to be enhanced when a players character model is in motion. Making both actions act as independent animations would allow smoother transitions between a neutral weapon into a raised weapon.

Edited by kurwa bylat

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