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Scope glint
Finding snipers is hard enough. During the day there should be scope glint.
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Showing 1-15 of 16 comments
Salvguard Jan 3, 2018 @ 9:52am 
They should, but there should be findable glint hiders to upgrade scopes.
and binos when somebody is using them
Combo Jan 3, 2018 @ 3:56pm 
Originally posted by The One True Duckson:
Finding snipers is hard enough. During the day there should be scope glint.
Only a small glow though, It shouldn't be impossible to snipe unseen in the day.

Originally posted by That yeti you don't know:
They should, but there should be findable glint hiders to upgrade scopes.
That defeats the purpose of having glint in this first place since the same people who can find scopes will likely find glint hiders. It would also be odd to add attachments for attachments... Instead, certain scopes like the night vision scope (Since it's very rare) and makeshift scope (Hard to aim with) shouldn't have glint.

Originally posted by ᵇ ᵒ ʰ ᵒ:
and binos when somebody is using them
Not binoculars. Without glint, it would make them more useful for scouting areas and preparing a shot before using your scope.
Originally posted by Wakko:
Originally posted by The One True Duckson:
Finding snipers is hard enough. During the day there should be scope glint.
Only a small glow though, It shouldn't be impossible to snipe unseen in the day.

Originally posted by That yeti you don't know:
They should, but there should be findable glint hiders to upgrade scopes.
That defeats the purpose of having glint in this first place since the same people who can find scopes will likely find glint hiders. It would also be odd to add attachments for attachments... Instead, certain scopes like the night vision scope (Since it's very rare) and makeshift scope (Hard to aim with) shouldn't have glint.

Originally posted by ᵇ ᵒ ʰ ᵒ:
and binos when somebody is using them
Not binoculars. Without glint, it would make them more useful for scouting areas and preparing a shot before using your scope.

Scope glint won't be constant obviously
Combo Jan 3, 2018 @ 4:29pm 
Originally posted by The One True Duckson:

Scope glint won't be constant obviously
How would scope glint work then?
Salvguard Jan 3, 2018 @ 4:38pm 
Originally posted by Wakko:
Originally posted by The One True Duckson:

Scope glint won't be constant obviously
How would scope glint work then?
It would only happen when reflecting the sun.
m4djoker Jan 4, 2018 @ 5:59am 
Originally posted by That yeti you don't know:
Originally posted by Wakko:
How would scope glint work then?
It would only happen when reflecting the sun.

It will have a 30% chance to happen everytime the sniper zooms in. If he keeps looking in zoom mode, the chance gets rerolled each 5 seconds
Last edited by m4djoker; Jan 4, 2018 @ 5:59am
Originally posted by m4djoker:
Originally posted by That yeti you don't know:
It would only happen when reflecting the sun.

It will have a 30% chance to happen everytime the sniper zooms in. If he keeps looking in zoom mode, the chance gets rerolled each 5 seconds
It shouldn't be percentage, it should be done on position. If you're looking at somebody from the North with the sun behind you (from the point of your target) the glint won't show, whereas if the target is between you and the sun, the sun would reflect off the scope, making the glint.

This means snipers would need to triangulate a good position before taking shots in order to hide their glint.
m4djoker Jan 4, 2018 @ 12:44pm 
Originally posted by ᵇ ᵒ ʰ ᵒ:
Originally posted by m4djoker:

It will have a 30% chance to happen everytime the sniper zooms in. If he keeps looking in zoom mode, the chance gets rerolled each 5 seconds
It shouldn't be percentage, it should be done on position. If you're looking at somebody from the North with the sun behind you (from the point of your target) the glint won't show, whereas if the target is between you and the sun, the sun would reflect off the scope, making the glint.

This means snipers would need to triangulate a good position before taking shots in order to hide their glint.

I don't think that it would work on unturned, even if your version has sense in a realistic gameplay. Calculating the sun position to make snipers glit just in one direction that can be seen just by players from another specific direction is heavy for the engine, hard to do and yea as said it's a bit "too good for unturned" in terms of realism.

Percentage mechanic is easy peasy to do, doesn't weight on the engine and yea if a sniper aims me I can see him glitter if I'm lucky and he's not.
Combo Jan 4, 2018 @ 3:41pm 
Originally posted by m4djoker:

I don't think that it would work on unturned, even if your version has sense in a realistic gameplay. Calculating the sun position to make snipers glit just in one direction that can be seen just by players from another specific direction is heavy for the engine, hard to do and yea as said it's a bit "too good for unturned" in terms of realism.

Percentage mechanic is easy peasy to do, doesn't weight on the engine and yea if a sniper aims me I can see him glitter if I'm lucky and he's not.
If the positional sun isn't that taxing on the engine (Nelson might be able to find an easy way to get it working) then that would open up strategical sniper placement where you hide your scope from the sun to be stealthy. This would be fun and awesome if it can be pulled off.

However, if it is too much for the engine then a simple percentage mechanic would work nicely.
Salvguard Jan 4, 2018 @ 3:58pm 
Originally posted by Wakko:
Originally posted by m4djoker:

I don't think that it would work on unturned, even if your version has sense in a realistic gameplay. Calculating the sun position to make snipers glit just in one direction that can be seen just by players from another specific direction is heavy for the engine, hard to do and yea as said it's a bit "too good for unturned" in terms of realism.

Percentage mechanic is easy peasy to do, doesn't weight on the engine and yea if a sniper aims me I can see him glitter if I'm lucky and he's not.
If the positional sun isn't that taxing on the engine (Nelson might be able to find an easy way to get it working) then that would open up strategical sniper placement where you hide your scope from the sun to be stealthy. This would be fun and awesome if it can be pulled off.

However, if it is too much for the engine then a simple percentage mechanic would work nicely.
It wouldn't be that taxing. All it would take is that Nelson puts a "Detector" on the 3rd person model of scopes so that it detects what percentage of light it receives from the Sun (which is a simple entity). Under a certain percentage, the glint wouldn't show.

As for the glint itself, the game would just have to detect at which angle the player is for the glint to show. Not that complex.
Mushroom Steve Jan 5, 2018 @ 2:02am 
All about them angles.

I also feel it should happen at night, though at lesser intensity. The magnitude of glint should depend on the brightness of the light source. It should also work for anything emitting a decent amount of light, such as headlights and campfires.


Added bonus of producing "fake" glints by positioning plates/glass to catch the eye of potential targets.

In short, I would enjoy the fancy lighting tricks. It adds that much more depth than just a constant glint like in Battlefield. A simple chance roll wouldn't be as satisfying as being an actual sniper.
m4djoker Jan 5, 2018 @ 2:15am 
Originally posted by Mushroom Steve:
All about them angles.

I also feel it should happen at night, though at lesser intensity. The magnitude of glint should depend on the brightness of the light source. It should also work for anything emitting a decent amount of light, such as headlights and campfires.


Added bonus of producing "fake" glints by positioning plates/glass to catch the eye of potential targets.

In short, I would enjoy the fancy lighting tricks. It adds that much more depth than just a constant glint like in Battlefield. A simple chance roll wouldn't be as satisfying as being an actual sniper.

I agree that a realistic version would be way better but what I'm saying is that lights and shadows are on the top 5 of performance eater things. Just consider how many fps u loose if you activate shadows or lights ingame for example.
And untuned its not really famous for its high perfomances & optimization so
Combo Jan 5, 2018 @ 4:22am 
Originally posted by m4djoker:

I agree that a realistic version would be way better but what I'm saying is that lights and shadows are on the top 5 of performance eater things. Just consider how many fps u loose if you activate shadows or lights ingame for example.
And untuned its not really famous for its high perfomances & optimization so
You could still base the glint in a different way that's not so taxing. Just use the time of day to find the sun's position, and then compare that with the players coordinates and the direction they're facing (360 angle) to see if they are facing toward or away from the sun. Keep in mind this would only ever be calculated every few seconds whenever players are scoped in.
Gr8Tray Jan 8, 2018 @ 7:26am 
Originally posted by The One True Duckson:
Finding snipers is hard enough. During the day there should be scope glint.
I like this idea. It reminds me of battlefield 1
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Date Posted: Jan 3, 2018 @ 9:42am
Posts: 16