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Warguy
Joined: Tue Apr 06, 2010 4:33 pm Posts: 276
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Where is the recoil factor?
I have NO idea where it is supposed to go in the .ini file.
Can someone please tell me?
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Sat Apr 17, 2010 12:10 am |
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dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
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Re: Where is the recoil factor?
There really isn't a value with says Recoil =. Depends what you want as recoil, knockback? Spread? Specify what you need.
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Sat Apr 17, 2010 12:21 am |
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Warguy
Joined: Tue Apr 06, 2010 4:33 pm Posts: 276
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Re: Where is the recoil factor?
Knockback recoil.
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Sat Apr 17, 2010 12:22 am |
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dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
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Re: Where is the recoil factor?
The higher the mass of your projectile, the more recoil, other factors include the Velocity of the projectile.
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Sat Apr 17, 2010 12:53 am |
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Twwig
Joined: Thu Oct 01, 2009 1:48 am Posts: 51 Location: Somewhere very cold.
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Re: Where is the recoil factor?
Basic thing to keep in mind: Mass x Speed = Force
So make a heavy round, make it fly out of the gun at a tremendous speed, and it's going to slam into something with the force of a Mac truck barreling off the express way. But! If you make a force go left, it's going to push off right as well. Like when you hit a baseball, there's a jarring feeling in your hands gripping the handle; this is the same amount of force going into your hands as what you hit the baseball with. Twwig! You're getting off the damn topic! Alright, so in CC, the actor's stats also effect how it's affected by recoil. Take the big, heavy Brown Coat and a wimpy little Skeleton, then give them both a Peace Keeper pistol. A Brown Coat's a strapping young (possibly alien) lad, loads of muscle, lots of bulk. Firing off that revolver hardly budges the fat bastard. What about the Skeleton? Weighs as much as paper, his joints are held together with chewing gum, and he falls apart firing a gun with that much kick.
tl;dr: Big bullets that go very fast kick back very hard. Heavy actors with tough joints suffer less from the gun's kick.
...if any of this is utter garbage, give me a shout and I'll erase everything before any new folks take it to heart.
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Sat Apr 17, 2010 2:40 am |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: Where is the recoil factor?
Nope, that's correct. The heavier the round, and the faster it goes, the more your actor is going to feel it. There are ways around this of course.
Note that recoil doesn't work like in real life, your actor's aim won't be kicked up, only back.
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Sat Apr 17, 2010 2:51 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Where is the recoil factor?
As a side note, if lua doesn't work with attachables from the get go in B24 I'll be dissapointed. I've always wanted to be able to do fun things with recoil etc.
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Sat Apr 17, 2010 7:24 am |
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dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
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Re: Where is the recoil factor?
Geti wrote: As a side note, if lua doesn't work with attachables from the get go in B24 I'll be dissapointed. I've always wanted to be able to do fun things with recoil etc. I want this, i counld't use lua to pin an actor or gun in the scout of my technologies.
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Sat Apr 17, 2010 7:42 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Where is the recoil factor?
Also, crabs don't experience recoil, in case it ends up being pertinent.
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Sat Apr 17, 2010 7:48 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Where is the recoil factor?
dragonxp wrote: I want this, i counld't use lua to pin an actor or gun in the scout of my technologies. Wait, what? This is very possible as of now, unless you're trying to do it in a fairly backwards manner. What was the context?
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Sat Apr 17, 2010 10:50 am |
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dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
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Re: Where is the recoil factor?
Remember the scout Technologies tank from the MC6? [Crab Contest] I designed it to carry things, but i couldn't attach the script i use for my magnetiser [mod dump bottom of first page] and apply it to an attachable which i attached to an ACrab.
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Sun Apr 18, 2010 6:21 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Where is the recoil factor?
if the attachable and the tank were always on the play field you could have quite easily done that. if you grab the attachable beforehand, you can still do attachable:update() or whatever. it just doesn't do it natively.
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Sun Apr 18, 2010 6:51 am |
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dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
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Re: Where is the recoil factor?
I'm sorry, but i did not get that, i'm not fluent with Lua, i editted that code from the rocket dock code.
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Sun Apr 18, 2010 6:52 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Where is the recoil factor?
Nevermind. Suffice to say it's possible now, but yes probably easier with proper attachable support in lua.
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Sun Apr 18, 2010 8:08 am |
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