gameflorist/quakespasm-openvr

Suggest NewFunction.TwoHandedWeaponGrab

Opened this issue · 2 comments

Suggest NewFunction.TwoHandedWeaponGrab
It would be great if pulling the non-dominant Grab trigger could be used to orient the weapon in the order of dominant hand, then non-dominant hand, so that the weapon can be held in both hands.
I think we can manage this with the same process as QuakeQuest (if not 2).

That's basically a good idea, but i guess it would require quite a bit of effort and skill, which I don't really have. I guess it would also require virtual hands to make it usable. Personally i am also not really interested in this feature, as i don't really need this fancy kind of stuff for such a quick run-and-gun gameplay like Quake has.

Also, there is already Quake VR, which has two-handed weapon aiming and much more shenanigans. I see no need to replicate these features with this fork.

If someone else implements it, i'd be happy to accept a pull request though.

A simple request for implementation would be to simply add a feature that would allow the weapon to point its muzzle to where the dominant hand is now, rather than the current hand orientation, while the grab button (which can be customized) is pressed. (No need for all the details of this and that, it should be simple)