Aiming at NPCs

The system we use to detect the camera target isn't that great, but there's not much we can do to improve it. You just gotta find the sweet spot to aim at certain actors like the ones behind the glass at betting shops. It already doesn't fail instantly, it takes 2 or 3 seconds before it fails (and the text along the bottom of your screen will turn red to indicate you aren't 'aiming' at the cashier anymore.) The slowly putting hands down would be a nice touch I guess, if a bit of work to implement.
Hobgoblin wrote:
Make this post in bugs.


Hey friend, I was going to but I had some suggestions too.
M3E6 wrote:
The system we use to detect the camera target isn't that great, but there's not much we can do to improve it. You just gotta find the sweet spot to aim at certain actors like the ones behind the glass at betting shops. It already doesn't fail instantly, it takes 2 or 3 seconds before it fails (and the text along the bottom of your screen will turn red to indicate you aren't 'aiming' at the cashier anymore.) The slowly putting hands down would be a nice touch I guess, if a bit of work to implement.


Thank you for explaining. I don't think I've seen the text before, what's happened to me is that I've been aiming at them and while I still aim it just says ROBBERY FAILED

Maybe if the robbery fails the alarm gets set and you can shoot the cashier then steal from the cash register?
M3E6 wrote:
The system we use to detect the camera target isn't that great, but there's not much we can do to improve it. You just gotta find the sweet spot to aim at certain actors like the ones behind the glass at betting shops. It already doesn't fail instantly, it takes 2 or 3 seconds before it fails (and the text along the bottom of your screen will turn red to indicate you aren't 'aiming' at the cashier anymore.) The slowly putting hands down would be a nice touch I guess, if a bit of work to implement.


Well put.. honestly once you do it a few times you know where to aim / not to move your cursor to.. I think this is fine how it is.
I could certainly improve the detection simply by checking if the player's angle is facing in the general direction of the actor and they aren't aiming too high/low. I'll move this to bug reports.