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 How to reduce recoil 
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Joined: Sun Dec 06, 2009 11:54 pm
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Post How to reduce recoil
I remembered that certain weapons can shoot incredible amounts of bullets and such and have barely any recoil.

I wish to diminish the recoil of a weapon- Say, Shook's Slammer Cannon. Is there a kind of code for it that I could possible insert?


Fri Jan 29, 2010 4:25 am
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Post Re: How to reduce recoil
You could:
Fire an emitter or explosive that emits or gibs (respectively) the wanted bullets.
Change the mass and add Lua that makes the bullet the wanted mass on Create().


Fri Jan 29, 2010 5:26 am
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Post Re: How to reduce recoil
Can't you also make it that you also fire a second particle with negative velocity, or am I thinking of something else?


Fri Jan 29, 2010 6:24 am
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Post Re: How to reduce recoil
You could, I think, but that has some ramifications that are best left unplumbed, such as higher likelyhood of self exploding. The emitter/gibber --> Bulleets idea is usually preferable.


Fri Jan 29, 2010 6:40 am
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Post Re: How to reduce recoil
If you take a look at the sniper rifles in Coalition.rte, they should give you some hints. Both fire an emitter which then fires the actual shot.


Fri Jan 29, 2010 7:41 am
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Post Re: How to reduce recoil
Doesn't anyone think its sad that

a) a mechanic as simple as accuracy is so convoluted
b) even a drl dev can't really explain it? (or chooses not to).


Fri Jan 29, 2010 1:57 pm
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Post Re: How to reduce recoil
I think it's much sadder that such a small community has such an annoying troll.
Ontopic: I never knew the Coa snipers used the Emitter>Bullets method. I can't find it in the code anywhere, but what determines how fast something is fired directly from the gun? In this case, how fast the emitter emitting a bullet is going?


Fri Jan 29, 2010 2:09 pm
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Post Re: How to reduce recoil
It's not trolling, it was commentary on how poorly executed some of these game mechanics are.


Fri Jan 29, 2010 2:19 pm
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Post Re: How to reduce recoil
Hyperkultra wrote:
I think it's much sadder that such a small community has such an annoying troll.
Ontopic: I never knew the Coa snipers used the Emitter>Bullets method. I can't find it in the code anywhere, but what determines how fast something is fired directly from the gun? In this case, how fast the emitter emitting a bullet is going?


FireVelocity (whodathunkit)

in the AddAmmo = Round CopyOf = AEmitter code.


Fri Jan 29, 2010 3:55 pm
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Post Re: How to reduce recoil
Since that way velocity is increased, wouldn't that just make the recoil problem worse? Mass and velocity both combine to form the recoil factor.

As for the firing an EMITTER that fires the shot, I have no clue exactly where it is the Sniper Rifle .ini or how to do it... :???:


Sat Jan 30, 2010 7:01 am
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Post Re: How to reduce recoil
Yes it would make recoil worse, but Grif was telling me what variable controls exit velocity, not suggesting a solution.


Sat Jan 30, 2010 7:25 am
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Post Re: How to reduce recoil
I hate to sound obvious... But could you post a (possible) solution? I tried to increase sharpness and decreasing mass, and that seemed to work, but it still gives me a guilty conscience...


Sat Jan 30, 2010 10:40 pm
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Post Re: How to reduce recoil
Code:
function Create(self)
   self.Mass = 1000 (Whatever amount you want here)
end


I believe this small piece of Lua would work but I am not sure


Sat Jan 30, 2010 11:16 pm
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Post Re: How to reduce recoil
It would.


Sat Jan 30, 2010 11:18 pm
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Post Re: How to reduce recoil
No, it's 'impossible' because he's too lazy to figure out how to implement it, like with the coalition sniper rifle emitter thing.


Sat Jan 30, 2010 11:30 pm
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