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freddern

Custom recoil

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Can someone explain to me what this means. I know it got some thing with recoil to do. (It's in the cpp file)

  ___recoil[]={0.050000,0.010000,0.140000,0.350000,0,0};

And a nother question while I'm at it.

I made a gun where a part of it flew back when it was fired. (I included the part in to the flash.) How can I decide how long the flash (and the part) is visible? It's almost not visible now.

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The first 3 sets of coordinates are time, camera backward-drift and recoil-angle upwards. Can't remember if they are in the order I listed them though. Experiment. The 3 last set of coords are time (recoil down), camera forward-drift and recoil-angle-end(If 0 back to where the gun was pointing before the shot).

Sorry for the poor explanation, maybe someone else can explain it more clearly. smile.gif

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Sorry to necropost, but I haven't really found anything much else of use on recoils.

So I'm rather new to config editing, and I wasn't able to garner much from BIS's commented config regarding recoils, other than the meaning of the value triplets. The thing I'm trying to figure out, is how the additional multipliers in some recoil configs are applied:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">sniperSingle[]={0.05,"0.02*0.72","0.05*0.72",0.35,0,-0.006,0.07,0,-0.006,0.13,0,0};

I initially couldn't figure out why they didn't just stick in the result of the multipliers (ie, 0.0144 instead of 0.02*0.72), but I gradually realized that the multipliers seem to be somehow dynamically applied based on stance.

Can anyone further expand on how exactly the multipliers are applied?

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I think one of the best explanations you can find about recoil is

on this OFPEC page, nicely detailled by Tactician

From my tests, it seems the multiplier is affecting the handling like a random number , but that test results were based on "feeling" , i "felt" ingame recoil being affected differently than when using no multiplier.

And as a feeling, it and so can be subject on errors or a simple placebo effect (no , not this one, the other placebo wink_o.gif ).

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