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Realistic-ish recoil? http://45.55.195.193/viewtopic.php?f=73&t=20950 |
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Author: | Sean Mirrsen [ Wed Dec 29, 2010 12:31 am ] |
Post subject: | 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. |
Author: | 411570N3 [ Wed Dec 29, 2010 2:21 am ] |
Post subject: | Re: Realistic-ish recoil? |
Shells don't have recoil. |
Author: | findude [ Wed Dec 29, 2010 2:27 pm ] |
Post subject: | 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. |
Author: | 411570N3 [ Wed Dec 29, 2010 2:43 pm ] |
Post subject: | 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. |
Author: | neroe23 [ Wed Dec 29, 2010 5:00 pm ] |
Post subject: | 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 ! |
Author: | Mehman [ Mon Jan 10, 2011 6:00 pm ] |
Post subject: | 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. |
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