View unanswered posts | View active topics It is currently Thu Dec 26, 2024 6:30 pm



Reply to topic  [ 6 posts ] 
 Realistic-ish recoil? 
Author Message
User avatar

Joined: Fri Jun 19, 2009 5:57 pm
Posts: 84
Reply with quote
Post Re: Realistic-ish recoil?
If you can get a handle on the actor's held weapon, adding impulse to it could simulate recoil, presuming of course CC cares about the weapon's physical position and not just the actor's aim angle. You'd have to somehow detect when the weapon has fired a shot though, just detecting the control trigger won't cut it.


Wed Dec 29, 2010 12:31 am
Profile
User avatar

Joined: Wed Jan 07, 2009 10:26 am
Posts: 4074
Location: That quaint little British colony down south
Reply with quote
Post Re: Realistic-ish recoil?
Shells don't have recoil.


Wed Dec 29, 2010 2:21 am
Profile WWW
User avatar

Joined: Tue Dec 12, 2006 3:10 pm
Posts: 495
Location: Uncertain quantum state
Reply with quote
Post Re: Realistic-ish recoil?
There already is recoil. It is applied to the gun.

But the way CC handles attachement forces would appear to be;

1: Get forces affecting the attachable
2a: If the attachable joint is strong enough (JoinStrength), transfer forces to parent, scaled by stiffness (JointStiffness)
2b: else, break off.


But the original idea should work.


Wed Dec 29, 2010 2:27 pm
Profile
User avatar

Joined: Wed Jan 07, 2009 10:26 am
Posts: 4074
Location: That quaint little British colony down south
Reply with quote
Post Re: Realistic-ish recoil?
The recoil ignores the place from which the bullets are fired in relation to the place where the gun is held, though, so the recoil is always perfectly backwards. You might be able to make realistic recoil by having the gun fire 0 mass projectiles and applying the correct force to the gun. The trig shouldn't be that hard.


Wed Dec 29, 2010 2:43 pm
Profile WWW
User avatar

Joined: Tue Mar 10, 2009 7:16 pm
Posts: 102
Reply with quote
Post Re: Realistic-ish recoil?
For handguns you can try to add a little script that add around 0,05 radiants to AimAngle-thingy for a quarter second each shot.
As I am a dumbcrap to lua code I am not sure about my advices, but I try to improve myself.

Anyway the idea interests me alot, if you can get something, be sure I'll insta-dwnld !


Wed Dec 29, 2010 5:00 pm
Profile
User avatar

Joined: Tue Nov 17, 2009 7:38 pm
Posts: 909
Location: France
Reply with quote
Post Re: Realistic-ish recoil?
neroe23 wrote:
For handguns you can try to add a little script that add around 0,05 radiants to AimAngle-thingy for a quarter second each shot.


Well I already tried that, it works if you use keyboard only control, if you use the mouse the aim is instantly put back to the mouse's position, I tried to modify the mouse's position, but without success, so for the time being the lowering sharpaim is the best you can get, I made a mod some time ago using that: viewtopic.php?f=61&t=20263
I don't know if someone else has.


Mon Jan 10, 2011 6:00 pm
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 6 posts ] 

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.385s | 13 Queries | GZIP : Off ]