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 Assault rifle with recoil-affected aiming 
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Joined: Sun Jul 13, 2008 9:57 am
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Post Re: Assault rifle with recoil-affected aiming
surely raycasting would do a better job of this than proximity checks..
i'll be playing with this in my spare time. that and mails vehicle stuff.


Fri Jul 24, 2009 9:55 pm
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Post Re: Assault rifle with recoil-affected aiming
much better than a regular assult rifle :/
i suggest you release your mod under creative commons "share alike" license so nobody has to ask you about using them in their mod so long as they give creds


Sat Jul 25, 2009 6:04 am
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Post Re: Assault rifle with recoil-affected aiming
Geti wrote:
surely raycasting would do a better job of this than proximity checks..
i'll be playing with this in my spare time. that and mails vehicle stuff.

And we have a winner. Good idea.

Just cast a find MO ray in the reverse direction of the bullet's velocity in the Create function, then find the base parent of that MO. Should work fine.


Sat Jul 25, 2009 2:42 pm
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Post Re: Assault rifle with recoil-affected aiming
You need a global acotor sorted list to track it to specific actors.

Because globals will be fudgy.
To clean out a list, use a global MO.

I have some code that avoids conflict.


Sat Jul 25, 2009 6:57 pm
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Post Re: Assault rifle with recoil-affected aiming
mail2345 wrote:
You need a global acotor sorted list to track it to specific actors.

Because globals will be fudgy.
To clean out a list, use a global MO.

I have some code that avoids conflict.

I think I like the ray casting better. It doesn't rely on other objects that may or may not be around.

God, I can't wait until we can directly affect attachables.


Sun Jul 26, 2009 1:57 am
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Post Re: Assault rifle with recoil-affected aiming
Have a global variable that tracks the global MO.


Sun Jul 26, 2009 2:02 am
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Post Re: Assault rifle with recoil-affected aiming
I do not understand, you HAVE UNLIMITED AMMO. Why would you want to shoot less than full auto, if it is available. You can carry more than one gun, so bring one for shooten up a storm and another for blasten guys clowns off at 1.5 km.

This isn't even new. If you want to have it so you can shoot a gun at a guy far away and still be usefull in Mid-range combat just increase the ShakeRange and SharpShakeRange. Do that and Presto you have a gun that cant be used as a Automatic Sniper Rifle but can Snipe and has full Auto. No Fancy Lua required.

Sorry in advance if i sound like a duchebag raining on you parade :/


Last edited by MooCow13 on Thu Jul 30, 2009 6:54 am, edited 1 time in total.



Thu Jul 30, 2009 4:34 am
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Post Re: Assault rifle with recoil-affected aiming
however, if you want it to be like real life where firing in fall auto ♥♥♥♥ up your accuracy, you could do it in a similar way to this, or by various other methods. so there is a reason to not fire in fullauto, because the gun is more useful in bursts.
i arent sorry at all if i sound like a ♥♥♥♥♥♥♥♥♥ raining on your crappy logic.


Thu Jul 30, 2009 5:00 am
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Post Re: Assault rifle with recoil-affected aiming
MooCow13 wrote:
I do not understand, you HAVE UNLIMITED AMMO. But for how long? Why would you want to shoot less than full auto, if it is available. because it's more fun when things are more accurate than a snubnose. You can carry more than one gun, so bring one for shooten up a storm and another for blasten guys clowns off at 1.5 km.
Not. Fun.

This isn't even new. If you want to have it so you can shoot a gun at a guy far away and still be usefull in Mid-range combat just increase the ShakeRange and SharpShakeRange. Do that and Presto you have a gun that cant be used as a Automatic Sniper Rifle but can Snipe and has full Auto. No Fancy Lua required.
It's more fun to be able to actually hit something WITHOUT using a noobsprayer.


Thu Jul 30, 2009 9:09 am
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Post Re: Assault rifle with recoil-affected aiming
^Basically.

No recoil? Then you could blast away full auto like a giant battalion of snipers synchronized to fire simultaneously. High separation? What's the point of spraying your McDoozle automatic rifle at a guy who's a screen away when only one of the bullets will end up hitting him, thus alerting him to the fact that you're trying to kill him and have just run out of ammo in your clip, thereby giving him a chance to raep your face with his super accurate FaceRaep Sniper Rifle. Shoot at him once or twice, and your bullets may just fly in a trajectory 20 degrees off of what you aimed them at.

Realistic recoil? ♥♥♥♥ yeah.


Fri Jul 31, 2009 1:56 am
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Post Re: Assault rifle with recoil-affected aiming
Hmm.

Slower fire speed while sharp aiming would be neat also. Maybe either a SharpAimRPMRatio (terrible variable names ahoy) or else (finally) the possibility to set fire modes between single, burst, and full auto (and then change that when sharpaiming).


Fri Jul 31, 2009 3:05 am
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Post Re: Assault rifle with recoil-affected aiming
well well... I didn't expect this thing to generate this much interest among people.

Some nice ideas and suggestions here, so thanks everyone for them. Unfortunately I doubt I'll have much time to try out them any time soon, though. I've been a little busy with other things lately, most of my free time at the moment is going to building a Linux HTPC/NAS/server...

Like I said before, if anyone is interested in using this mod or parts of it for their own purposes, please, go ahead. I won't mind.


Fri Jul 31, 2009 11:57 am
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Post Re: Assault rifle with recoil-affected aiming
I vote that all vanilla firearms are updated to shoot like this =U It would add a bigger sense of realism/awesome and newer players wouldn't flip out when they take five seconds to aim for a headshot and end up shooting a crab halfway across the map.


Fri Jul 31, 2009 4:00 pm
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Post Re: Assault rifle with recoil-affected aiming
I say that this will sadly never be implemented into vanilla as content due to the guns interfereing with each other. And any the solutions being hackish.


Fri Jul 31, 2009 9:50 pm
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Post Re: Assault rifle with recoil-affected aiming
Well, if it was to be implemented into vanilla CC then wouldn't it get fixed so that it works for individual guns?

By adding some Lua functions or something probably.


Fri Jul 31, 2009 10:41 pm
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