HzanRsxa2959 69 Posted April 24, 2020 Share Posted April 24, 2020 (edited) WeaponRecoilAuto for Grand Theft Auto: San Andreas See for yourself. Feature highlight: AdditiveRecoil: Instructions on how to enable in the video. Feature highlight: Taps: Instructions on how to enable in the video. Description: Spoiler This CLEO script allows you to have recoil for your weapons while firing them, based on their accuracy and other optional modifiers based on conditions such as Weapon Length, Weapon Fire Type, Weapon Animation Group, and Weapon ID. The recoil value for each weapon is adjusted dynamically, so each weapon feels different, along with decreasing if the player is not moving and/or crouching/ducking. Although there is an option for manual settings. This means that you can have different recoil values for different weapons. As to how recoil values are defined, take a look at cleo\WeaponRecoilAuto.ini. You may message me if you need any help. Features: Spoiler Note: Only the features of the latest version are mentioned here. Also, most of the features are optional. Recoil value is dynamically calculated, being different for every weapon. The calculation takes into account the following factors: weapon length, weapon accuracy, and many more. Recoil modifiers for various situations, including but not limited to: whether the player is stopped, whether the player is crouching, whether the weapon is held with one hand, whether the weapon is dual-wielded, whether the player is performing drive-by, and many more. The crosshair returns back to its original position like in modern shooters. This feature only works for the recoil that occurred on the last shot. Multiple directions to choose from in which recoil occurs: left, right, up | up only | left, right, up, down. Disable the original crosshair spread system. Manual recoil modifiers for weapons can be defined based on their WeaponIDs and AnimGroupIDs. Configure whether recoil occurs only when aiming or even when not aiming. Compatibility with added weapons and weapon accuracy (including most 'nospread') mods. Crosshair returns to position of first shot, see above: Feature highlight: AdditiveRecoil. Different recoil modes for different weapons. Recoil mode: Taps, see above: Feature highlight: Taps. Video: Spoiler 2.1: Lite 1.0: 2.0 and below: Download: Spoiler ShareMods: Spoiler 1.0 1.1 1.2 2.0 Lite 1.0 2.1 2.2 2.3 2.4 2.5 2.6 Google Drive: Spoiler 1.0 1.1 1.2 2.0 Lite 1.0 2.1 2.2 2.3 2.4 2.5 2.6 Credits: HzanRsxa2959, with help from http://ugbase.eu/index.php?threads/snippet-aim-at-position.14588/ Edited January 18 by HzanRsxa2959 MaxHart, WeedSR, RyanDri3957V and 2 others 4 1 Link to post Share on other sites
zBadBooyBR 24 Posted April 27, 2020 Share Posted April 27, 2020 Interesting, good work. HzanRsxa2959 1 Link to post Share on other sites
Esquisito 2 Posted April 29, 2020 Share Posted April 29, 2020 Does it also change spread mechanics? Link to post Share on other sites
HzanRsxa2959 69 Posted April 29, 2020 Author Share Posted April 29, 2020 (edited) 2 hours ago, Esquisito said: Does it also change spread mechanics? In the 'WeaponRecoilAuto.ini' file, under the 'Settings' section, there is an option called 'bDisableCrosshairSpread' that completely disabled the crosshair and weapon spread when enabled. This is optional, and everything else is left as is, so there should be minimal incompatibility, if any. Edited April 29, 2020 by HzanRsxa2959 Link to post Share on other sites
Esquisito 2 Posted April 29, 2020 Share Posted April 29, 2020 (edited) Works very nice with Ryosuke's spread fix You could include list of every weapon anim group. Nvm. didn't see link there. For some reason this doesn't work for SMGs i have changed tec9 and micro uzi anims to silenced if that does matter. Spoiler [Settings] fGlobalRecoilMultiplier = 1.5 # value multiplier for global recoil, default is 1.0, you may put 0.0 or non-float to disable whole mod, uncomment and change to any other value to configure, value must be float, i.e, have a decimal point fRecoilMultiplierStopped = 0.75 # value multiplier for recoil when not moving, default is 0.75, you may put 1.0 or non-float to disable, uncomment and change to any other value to configure, value must be float, i.e, have a decimal point fRecoilMultiplierDuck = 0.75 # value multiplier for recoil when not ducking/crouching, default is 0.75, you may put 1.0 or non-float to disable, uncomment and change to any other value to configure, value must be float, i.e, have a decimal point ; bSkipAimCheck = 0 # disable aiming check when firing, i.e, recoil still occurs when shooting without aiming, default is disabled, uncomment to enable, value does not matter ; bDisableCrosshairSpread = 0 # disable crosshair spreading (like nospread) when shooting, default is disabled, uncomment to enable, value does not matter ; bDisableSidewaysRecoil = 0 # disable recoil towards left and right along with up, default is disabled, uncomment to enable, value does not matter bDoNotCalculateLength = 0 # do not modify recoil value inversely based on weapon length, i.e, fire offset x, default is disabled, uncomment to enable, value does not matter [Firetypes] # format: Firetype = 0, add firetype here to enable, value does not matter, Firetypes taken from https://gtamods.com/wiki/Weapon.dat#San_Andreas ; 1 = 0 # INSTANT_HIT, hard-coded, uncomment and use 0 to disable 2 = 0 # PROJECTILE # recoil multiplier for weapons, note that the values are multiplicative [WeaponIDs] # format: WeaponID = recoil multiplier, WeaponIDs taken from http://hotmist.ddo.jp/id/weapon.html 22 = 0.80 # PISTOL 23 = 1.00 # PISTOL_SILENCED 24 = 2.00 # DESERT_EAGLE 25 = 1.50 # SHOTGUN 26 = 2.00 # SAWNOFF 27 = 1.50 # SPAS12 28 = 1.20 # MICRO_UZI 29 = 1.00 # MP5 32 = 1.20 # TEC9 30 = 1.25 # AK47 31 = 1.00 # M4 33 = 1.50 # COUNTRYRIFLE 34 = 1.50 # SNIPERRIFLE 35 = 1.00 # RLAUNCHER 36 = 1.00 # RLAUNCHER_HS 38 = 0.25 # MINIGUN [AnimGroupIDs ] # format: AnimGroupID = recoil multiplier, AnimGroupIDs taken from http://gtamodding.ru/wiki/Адреса_Памяти_(SA)#WEAPON.DAT 20 = 2.5 # shotgunbad 19 = 2.5 # shotgun 16 = 2.5 # sawnoff 17 = 2.5 # sawnoffpro 22 = 2.5 # buddybad 21 = 2.5 # buddy 11 = 1.0 #'python' 12 = 1.0 #'pythonbad' 13 = 1.0 #'colt45' 15 = 1.0 #'colt45pro' 18 = 1.0 #'silenced' 23 = 1.0 #'uzi' 24 = 1.0 #'uzibad' 25 = 1.0 #'rifle' 26 = 1.0 #'riflebad' 27 = 2.0 #'sniper' 30 = 1.0 #'rocket' Edited April 29, 2020 by Esquisito HzanRsxa2959 1 Link to post Share on other sites
HzanRsxa2959 69 Posted April 29, 2020 Author Share Posted April 29, 2020 (edited) 4 hours ago, Esquisito said: For some reason this doesn't work for SMGs Values are be multiplicative, so it should work. I am looking into the problem. 4 hours ago, Esquisito said: i have changed tec9 and micro uzi anims to silenced if that does matter. Why don't you post your weapon data lines? Edited April 30, 2020 by HzanRsxa2959 Link to post Share on other sites
HzanRsxa2959 69 Posted April 30, 2020 Author Share Posted April 30, 2020 (edited) I did some testing, and it works fine find on my end. Here are my settings: Spoiler weapon.dat: Spoiler $ MICRO_UZI INSTANT_HIT 25.0 30.0 352 -1 4 silenced 50 20 0.25 0.0 0.11 0 0 0.75 1.0 6 10 6 6 10 6 99 3011 $ MICRO_UZI INSTANT_HIT 30.0 35.0 352 -1 4 silenced 50 20 0.25 0.0 0.11 1 50 1.05 1.0 6 10 6 6 10 6 99 3031 $ MICRO_UZI INSTANT_HIT 35.0 35.0 352 -1 4 silenced 100 20 0.25 0.0 0.11 2 999 1.1 1.0 6 10 6 6 10 6 99 3031 $ TEC9 INSTANT_HIT 30.0 35.0 372 -1 4 silenced 50 20 0.45 -0.05 0.11 1 50 1.05 1.0 11 15 12 6 11 7 99 3031 $ TEC9 INSTANT_HIT 25.0 30.0 372 -1 4 silenced 50 20 0.45 -0.05 0.11 0 0 0.75 1.0 11 15 12 6 11 7 99 3011 $ TEC9 INSTANT_HIT 35.0 35.0 372 -1 4 silenced 100 20 0.45 -0.05 0.11 2 999 1.1 1.0 11 15 12 6 11 7 99 3031 default.ide: Spoiler 352, micro_uzi, micro_uzi, silenced, 1, 30, 0 372, tec9, tec9, silenced, 1, 30, 0 Please post yours so I can match them. See this video: Spoiler Edited April 30, 2020 by HzanRsxa2959 Sorry for double post. I'll try to to edit my posts from now on. aimond12345 1 Link to post Share on other sites
thalilmythos 1,034 Posted April 30, 2020 Share Posted April 30, 2020 (edited) Awesome, there was a lua version of this that i loved but i couldn't keep using it because my computer is low end and Lua is very hard on the cpu, however, i'd be using this permanently, good work. Edit: The ini is very messy however, you should fix that Edited April 30, 2020 by thalilmythos HzanRsxa2959 1 Link to post Share on other sites
HzanRsxa2959 69 Posted April 30, 2020 Author Share Posted April 30, 2020 (edited) Spoiler Oh yeah, I know my homie, gtav_clover. We actually went to the same school together, so he knew that I was interested in SA mods. He gave me his sharemods account and told me to release my version of the recoil mod. Said that he was leaving the community for an indefinite amount of time. Spoiler Also, I'm actually working on a MoonLoader plug-in/script to load MoonLoader plug-ins/scripts from Mod Loader. It's got errors, but I'm trying. I don't mean to say that the MoonLoader version was bad, but I made it in CLEO just for the convenience of Mod Loader. Yeah, I can't help but document everything for the user, so this is how it came out. I've also got a new feature in mind. And the way that I wrote this script also certainly abuses the power of the CPU. I think I'll rewrite the script to be lighter. I guess this was just a beta. Expect v2 soon! Edited April 30, 2020 by HzanRsxa2959 Link to post Share on other sites
Esquisito 2 Posted April 30, 2020 Share Posted April 30, 2020 14 hours ago, HzanRsxa2959 said: I did some testing, and it works fine find on my end. Here are my settings: Reveal hidden contents weapon.dat: Reveal hidden contents $ MICRO_UZI INSTANT_HIT 25.0 30.0 352 -1 4 silenced 50 20 0.25 0.0 0.11 0 0 0.75 1.0 6 10 6 6 10 6 99 3011 $ MICRO_UZI INSTANT_HIT 30.0 35.0 352 -1 4 silenced 50 20 0.25 0.0 0.11 1 50 1.05 1.0 6 10 6 6 10 6 99 3031 $ MICRO_UZI INSTANT_HIT 35.0 35.0 352 -1 4 silenced 100 20 0.25 0.0 0.11 2 999 1.1 1.0 6 10 6 6 10 6 99 3031 $ TEC9 INSTANT_HIT 30.0 35.0 372 -1 4 silenced 50 20 0.45 -0.05 0.11 1 50 1.05 1.0 11 15 12 6 11 7 99 3031 $ TEC9 INSTANT_HIT 25.0 30.0 372 -1 4 silenced 50 20 0.45 -0.05 0.11 0 0 0.75 1.0 11 15 12 6 11 7 99 3011 $ TEC9 INSTANT_HIT 35.0 35.0 372 -1 4 silenced 100 20 0.45 -0.05 0.11 2 999 1.1 1.0 11 15 12 6 11 7 99 3031 default.ide: Reveal hidden contents 352, micro_uzi, micro_uzi, silenced, 1, 30, 0 372, tec9, tec9, silenced, 1, 30, 0 Please post yours so I can match them. See this video: Reveal hidden contents Weapon.dat Spoiler # # ALL WEAPONS #----------------------------------------------- # A: string weaponType # B: string eFireType # C,D: float targetRange, weaponRange # E,F: int modelId1, modelId2 # G,H: int reloadSampleTime1, reloadSampleTime2 # I: int weaponslot # #GUN DATA (use $ identifier) #----------------------------------------------- # J: AssocGroupId # K: int ammoClip # L: int damage # M,N,O: float fireOffset x, y, z # P: int skillLevel 0:POOR 1:STD 2:PRO # Q: req stat level to get this weapon skill level # R, S: float accuracy (0.5 - 2.0f), move speed (0.5 - 1.5) # T,U,V: int animLoop start, end, fire # W,X,Y: int animLoop2 start, end, fire # Z: int breakoutTime # # a: hex flags # # b,c: float speed, radius # d,e: float lifespan, spread # # # 5thDigit: CANAIM:1 AIMWITHARM:2 1STPERSON:4 ONLYFREEAIM:8 # 4thDigit: MOVEAIM:1 MOVEFIRE:2 # 3rdDigit: THROW:1 HEAVY:2 CONTINUOUSFIRE:4 TWIN_PISTOL:8 # 2ndDigit: RELOAD:1 CROUCHFIRE:2 RELOAD2START:4 LONG_RELOAD:8 # 1stDigit: SLOWSDWN:1 RANDSPEED:2 EXPANDS:4 # # MELEE DATA (use Ł identifier) #----------------------------------------------- # J: string baseCombo # K: int numCombos # L: hex flags # # Melee Weapons #-----------------------ranges------modelIds----slot----baseCombo---numCombos---flags---steathanimgrp---- # A B C D E F I J K L M Ł UNARMED MELEE 10.0 1.6 -1 -1 0 UNARMED 4 1 null Ł BRASSKNUCKLE MELEE 10.0 1.6 331 -1 0 UNARMED 4 1 null Ł GOLFCLUB MELEE 10.0 1.6 333 -1 1 GOLFCLUB 1 1 null Ł NIGHTSTICK MELEE 10.0 1.6 334 -1 1 BBALLBAT 1 1 null Ł KNIFE MELEE 10.0 1.6 335 -1 1 KNIFE 1 1 stealth_kn Ł BASEBALLBAT MELEE 10.0 1.6 336 -1 1 BBALLBAT 1 1 null Ł SHOVEL MELEE 10.0 1.6 337 -1 1 BBALLBAT 1 1 null Ł POOLCUE MELEE 10.0 1.6 338 -1 1 BBALLBAT 1 1 null Ł KATANA MELEE 10.0 1.6 339 -1 1 SWORD 1 1 null #Ł SKATEBOARD MELEE 10.0 1.6 340 -1 1 SKATEBOARD 1 1 null Ł CHAINSAW MELEE 10.0 1.6 341 -1 1 CHAINSAW 1 201 null # gifts ---------------- Ł DILDO1 MELEE 10.0 1.6 321 -1 10 DILDO 1 1 null Ł DILDO2 MELEE 10.0 1.6 322 -1 10 KNIFE 1 1 null Ł VIBE1 MELEE 10.0 1.6 323 -1 10 DILDO 1 1 null Ł VIBE2 MELEE 10.0 1.6 324 -1 10 KNIFE 1 1 null Ł FLOWERS MELEE 10.0 1.6 325 -1 10 FLOWERS 1 1 null Ł CANE MELEE 10.0 1.6 326 -1 10 SWORD 1 1 null #- special ------------- Ł PARACHUTE MELEE 10.0 1.6 371 -1 11 UNARMED 1 1 null # # Gun Weapons #-------------------------------ranges------modelIds----slot-animgrp----ammo-dam----offset--------------skill---------------loop1--------loop2----break-flags-------old_shot_data------- # A B C D E F I J K L M N O P Q R S T U V W X Y Z a b c d e ################ $ GRENADE PROJECTILE 30.0 40.0 342 -1 8 grenade 1 75 0.0 0.0 0.0 1 0 1.0 1.0 0 99 6 0 99 8 99 100 0.25 -1.0 800.0 1.0 $ TEARGAS PROJECTILE 30.0 40.0 343 -1 8 grenade 1 75 0.0 0.0 0.0 1 0 1.0 1.0 0 99 6 0 99 10 99 100 0.25 -1.0 800.0 1.0 $ MOLOTOV PROJECTILE 30.0 40.0 344 -1 8 grenade 1 75 0.0 0.0 0.0 1 0 1.0 1.0 0 99 6 0 99 8 99 100 0.25 -1.0 2000.0 5.0 $ ROCKET PROJECTILE 30.0 40.0 345 -1 8 null 1 75 0.0 0.0 0.0 1 0 1.0 1.0 0 99 6 0 99 10 99 100 0.25 -1.0 800.0 1.0 $ ROCKET_HS PROJECTILE 30.0 40.0 345 -1 8 null 1 75 0.0 0.0 0.0 1 0 1.0 1.0 0 99 6 0 99 10 99 100 0.25 -1.0 800.0 1.0 $ FREEFALL_BOMB PROJECTILE 30.0 40.0 330 -1 8 null 1 75 0.0 0.0 0.0 1 0 1.0 1.0 0 99 6 0 99 10 99 100 0.25 -1.0 800.0 1.0 ################ $ PISTOL INSTANT_HIT 30.0 40.0 346 -1 4 silenced 15 30 0.25 0.05 0.09 0 0 0.75 1.1 6 15 6 6 14 6 99 7001 $ PISTOL INSTANT_HIT 35.0 45.0 346 -1 4 silenced 15 32 0.25 0.05 0.09 1 40 1.50 1.2 6 12 6 6 11 6 99 7011 $ PISTOL INSTANT_HIT 40.0 60.0 346 -1 4 silenced 15 34 0.25 0.05 0.09 2 999 2.50 1.3 6 10 6 6 9 6 99 7031 $ PISTOL INSTANT_HIT 40.0 40.0 346 -1 2 silenced 15 30 0.25 0.05 0.09 3 5000 1.0 1.3 6 14 6 6 12 6 99 7031 $ PISTOL_SILENCED INSTANT_HIT 30.0 40.0 347 -1 4 silenced 12 38 0.40 0.05 0.15 0 0 0.75 1.1 6 16 6 6 15 6 99 7001 $ PISTOL_SILENCED INSTANT_HIT 35.0 45.0 347 -1 4 silenced 12 40 0.40 0.05 0.15 1 500 1.50 1.2 6 14 6 6 13 6 99 7011 $ PISTOL_SILENCED INSTANT_HIT 40.0 60.0 347 -1 4 silenced 12 42 0.40 0.05 0.15 2 999 2.50 1.3 6 12 6 6 11 6 99 7031 $ DESERT_EAGLE INSTANT_HIT 40.0 50.0 348 -1 4 pythonbad 7 100 0.41 0.03 0.12 0 0 1.0 1.0 7 33 8 6 30 7 40 7001 $ DESERT_EAGLE INSTANT_HIT 45.0 60.0 348 -1 4 python 7 150 0.41 0.03 0.12 1 200 1.30 1.1 6 26 7 6 24 7 40 7011 $ DESERT_EAGLE INSTANT_HIT 50.0 75.0 348 -1 4 python 7 200 0.41 0.03 0.12 2 999 1.32 1.2 6 20 7 6 18 7 40 7031 ################ $ SHOTGUN INSTANT_HIT 30.0 45.0 349 -1 3 shotgunbad 8 20 0.82 -0.02 0.23 0 0 1.0 1.0 6 40 7 6 39 7 28 2001 $ SHOTGUN INSTANT_HIT 35.0 50.0 349 -1 3 shotgun 8 23 0.82 -0.02 0.25 1 200 1.2 1.1 6 35 7 6 34 7 20 2011 $ SHOTGUN INSTANT_HIT 40.0 60.0 349 -1 3 shotgun 8 25 0.82 -0.02 0.25 2 999 1.4 1.2 6 33 7 6 32 7 25 2031 $ SAWNOFF INSTANT_HIT 25.0 30.0 350 -1 3 buddy 2 25 0.56 0.0 0.15 0 0 0.7 1.1 6 15 6 6 15 6 30 7001 $ SAWNOFF INSTANT_HIT 25.0 35.0 350 -1 3 buddy 2 30 0.56 0.0 0.15 1 200 0.8 1.2 6 14 6 6 14 6 30 7011 $ SAWNOFF INSTANT_HIT 25.0 40.0 350 -1 3 buddy 2 35 0.56 0.0 0.15 2 999 0.9 1.3 6 13 6 6 13 6 30 7031 $ SPAS12 INSTANT_HIT 30.0 45.0 351 -1 3 buddy 6 20 0.75 -0.06 0.22 0 0 1.4 1.0 6 13 7 6 13 7 99 7001 $ SPAS12 INSTANT_HIT 35.0 50.0 351 -1 3 buddy 6 23 0.75 -0.06 0.22 1 200 1.8 1.0 6 13 7 6 13 7 99 7011 $ SPAS12 INSTANT_HIT 40.0 60.0 351 -1 3 buddy 6 25 0.75 -0.06 0.22 2 999 2.0 1.2 6 13 7 6 13 7 99 7031 ################ $ MICRO_UZI INSTANT_HIT 30.0 40.0 352 -1 4 silenced 36 20 0.25 0.0 0.11 0 0 1.75 1.0 6 8 6 6 8 6 99 3001 $ MICRO_UZI INSTANT_HIT 35.0 45.0 352 -1 4 silenced 36 22 0.25 0.0 0.11 1 50 2.05 1.1 6 8 6 6 8 6 99 3011 $ MICRO_UZI INSTANT_HIT 40.0 50.0 352 -1 4 silenced 36 26 0.25 0.0 0.11 2 999 4.1 1.2 6 8 6 6 8 6 99 3031 $ TEC9 INSTANT_HIT 30.0 40.0 372 -1 4 silenced 20 22 0.45 -0.05 0.11 0 0 1.75 1.0 6 8 6 6 8 6 99 3001 $ TEC9 INSTANT_HIT 35.0 45.0 372 -1 4 silenced 20 24 0.45 -0.05 0.11 1 50 2.30 1.1 6 8 6 6 8 6 99 3011 $ TEC9 INSTANT_HIT 40.0 50.0 372 -1 4 silenced 20 28 0.45 -0.05 0.11 2 999 4.75 1.2 6 8 6 6 8 6 99 3031 $ MP5 INSTANT_HIT 35.0 45.0 353 -1 4 uzibad 32 20 0.51 -0.01 0.20 0 0 2.10 1.0 6 8 6 6 8 6 30 7001 $ MP5 INSTANT_HIT 40.0 50.0 353 -1 4 uzi 32 22 0.51 -0.01 0.20 1 250 2.20 1.2 6 8 6 6 8 6 30 7011 $ MP5 INSTANT_HIT 45.0 55.0 353 -1 4 uzi 32 26 0.51 -0.01 0.20 2 999 2.30 1.5 6 8 6 6 8 6 30 7031 ################ $ AK47 INSTANT_HIT 55.0 70.0 355 -1 5 riflebad 30 33 0.78 -0.06 0.13 0 0 0.50 0.9 6 9 7 6 9 7 99 7001 $ AK47 INSTANT_HIT 65.0 75.0 355 -1 5 rifle 30 34 0.78 -0.06 0.13 1 200 0.90 1.0 6 9 7 6 9 7 99 7011 $ AK47 INSTANT_HIT 70.0 80.0 355 -1 5 rifle 30 35 0.78 -0.06 0.13 2 999 1.30 1.2 6 9 7 6 9 7 99 7031 $ M4 INSTANT_HIT 55.0 90.0 356 -1 5 riflebad 30 30 0.74 -0.04 0.13 0 0 0.60 0.9 6 8 6 6 8 7 99 7001 $ M4 INSTANT_HIT 65.0 95.0 356 -1 5 rifle 30 31 0.74 -0.04 0.13 1 200 0.80 1.0 6 8 6 6 8 7 99 7011 $ M4 INSTANT_HIT 75.0 100.0 356 -1 5 rifle 30 32 0.74 -0.04 0.13 2 999 1.10 1.2 6 8 6 6 8 7 99 7031 ################ #$ COUNTRYRIFLE INSTANT_HIT 50.0 100.0 357 -1 6 riflebad 20 65 0.7 -0.05 0.2 0 0 0.75 1.0 6 17 7 6 16 7 99 7001 $ COUNTRYRIFLE INSTANT_HIT 85.0 120.0 357 -1 5 sniper 20 40 0.7 -0.05 0.2 1 300 0.70 1.0 6 9 7 6 9 7 99 7031 #$ COUNTRYRIFLE INSTANT_HIT 60.0 100.0 357 -1 6 rfle 20 65 0.7 -0.05 0.2 2 999 1.45 1.3 6 17 7 6 16 7 99 7031 #$ SNIPERRIFLE INSTANT_HIT 40.0 100.0 358 -1 6 sniper 1 70 0.7 -0.05 0.2 0 0 0.75 1.0 6 17 7 6 17 7 99 A014 $ SNIPERRIFLE INSTANT_HIT 150.0 150.0 358 -1 5 sniper 20 100 0.7 -0.05 0.2 1 300 1.0 1.0 6 17 7 6 17 7 99 A014 #$ SNIPERRIFLE INSTANT_HIT 60.0 100.0 358 -1 6 sniper 1 70 0.7 -0.05 0.2 2 999 1.25 1.0 6 17 7 6 17 7 99 A014 ################ $ RLAUNCHER PROJECTILE 50.0 55.0 359 -1 7 rocket 1 75 0.42 0.0 0.05 1 0 1.0 1.0 11 19 12 14 99 15 99 48214 $ RLAUNCHER_HS PROJECTILE 50.0 55.0 360 -1 7 rocket 1 75 0.42 0.0 0.05 1 0 1.0 1.0 11 19 12 14 99 15 99 48214 $ FTHROWER AREA_EFFECT 4.0 5.1 361 -1 7 flame 500 25 0.98 0.0 0.40 1 0 1.0 1.0 11 12 11 11 12 11 35 30238 0.5 0.0075 1000.0 2.0 $ MINIGUN INSTANT_HIT 65.0 75.0 362 -1 7 flame 500 140 1.15 0.0 0.40 1 0 1.0 1.0 11 12 11 11 12 11 35 238 ############# $ SATCHEL_CHARGE PROJECTILE 30.0 40.0 363 364 8 grenade 1 75 0.0 0.0 0.0 1 0 1.0 1.0 0 99 6 0 99 9 99 100 0.25 -1.0 800.0 1.0 $ DETONATOR USE 25.0 25.0 364 -1 12 null 1 0 0.0 0.0 0.13 1 0 1.0 1.0 0 10 3 0 10 3 99 0 ################ $ SPRAYCAN AREA_EFFECT 4.0 6.1 365 -1 9 spraycan 500 1 0.20 0.0 -0.1 1 0 1.0 1.0 12 58 13 11 58 13 99 0431 0.05 0.5 1000.0 0.01 $ EXTINGUISHER AREA_EFFECT 10.0 10.1 366 -1 9 flame 500 1 0.45 0.10 0.15 1 0 1.0 1.0 11 12 11 11 12 11 35 0038 0.1 0.5 1000.0 0.01 $ CAMERA CAMERA 70.0 100.0 367 -1 9 rifle 36 0 0.0 -0.0 -0.0 1 0 1.0 1.0 10 99 11 14 99 15 0 4 ################ $ NIGHTVISION USE 70.0 100.0 368 -1 11 goggles 0 0 0.0 -0.0 -0.0 1 0 1.0 1.0 10 99 11 14 99 15 0 0 $ INFRARED USE 70.0 100.0 369 -1 11 goggles 0 0 0.0 -0.0 -0.0 1 0 1.0 1.0 10 99 11 14 99 15 0 0 #$ JETPACK USE 25.0 25.0 370 -1 9 null 1 0 0.0 0.0 0.13 1 0 1.0 1.0 0 10 3 0 10 3 99 0 # # Gun Aiming Offsets #-------------------AimX----AimZ--------DuckX---DuckZ---RLoad-A/B---CrouchRLoad-A/B-- # A B C D E F G H I % python 0.1 0.5 0.0 0.0 254 633 254 633 % pythonbad 0.1 0.55 0.05 0.0 254 633 254 633 % colt45 0.2 0.6 0.1 0.1 254 633 254 633 % colt_cop 0.2 0.6 0.1 0.0 254 633 254 633 % colt45pro 0.2 0.6 0.1 0.0 254 633 254 633 % sawnoff 0.2 0.6 0.1 0.1 189 815 254 633 % sawnoffpro 0.2 0.6 0.1 0.0 189 815 254 633 % silenced 0.1 0.55 0.1 0.0 254 633 254 633 % shotgun 0.18 0.44 0.0 0.0 0 726 0 726 % shotgunbad 0.15 0.15 0.0 0.0 0 726 0 726 % buddy 0.22 0.1 0.0 0.0 383 689 271 619 % buddybad 0.05 0.15 0.1 0.0 383 689 271 619 % uzi 0.19 0.45 0.1 0.0 382 933 382 933 % uzibad 0.18 0.25 0.1 0.0 382 933 382 933 % rifle 0.20 0.48 0.10 0.0 380 897 380 897 % riflebad 0.16 0.2 0.1 0.0 380 897 380 897 % sniper 0.20 0.48 0.10 0.0 429 633 429 633 % grenade 0.0 0.0 0.0 0.0 0 0 0 0 % flame 0.2 0.0 0.0 0.0 0 0 0 0 % rocket 0.1 0.7 0.0 0.0 254 633 254 633 % spraycan 0.0 0.44 0.0 0.0 0 0 0 0 ENDWEAPONDATA Default.ide Spoiler objs 320,airtrain_vlo,generic,1,2000,0 end weap 321,gun_dildo1,gun_dildo1,null,1,50,0 322,gun_dildo2,gun_dildo2,null,1,50,0 323,gun_vibe1,gun_vibe1,null,1,50,0 324,gun_vibe2,gun_vibe2,null,1,50,0 325,flowera,flowera,null,1,30,0 326,gun_cane,gun_cane,null,1,50,0 327,gun_boxwee,gun_boxwee,colt45,1,50,0 328,null,null,null,1,50,0 330,cellphone,cellphone,null,1,50,0 331,brassknuckle,brassknuckle,null,1,50,0 333,golfclub,golfclub,null,1,50,0 334,nitestick,nitestick,null,1,50,0 335,knifecur,knifecur,null,1,50,0 336,bat,bat,null,1,50,0 337,shovel,shovel,null,1,50,0 338,poolcue,poolcue,null,1,50,0 339,katana,katana,null,1,50,0 #340,skateboard,skateboard,null,1,50,0 341,chnsaw,chnsaw,chainsaw,1,50,0 342,grenade,grenade,grenade,1,100,0 343,teargas,teargas,grenade,1,50,0 344,molotov,molotov,grenade,1,100,0 345,missile,missile,null,1,100,0 346,colt45,colt45,silenced,1,30,0 347,silenced,silenced,silenced,1,30,0 348,desert_eagle,desert_eagle,python,1,30,0 349,chromegun,chromegun,shotgun,1,50,0 350,sawnoff,sawnoff,buddy,1,30,0 351,shotgspa,shotgspa,buddy,1,50,0 352,micro_uzi,micro_uzi,silenced,1,30,0 353,mp5lng,mp5lng,uzi,1,50,0 354,flare,flare,null,1,100,0 355,ak47,ak47,rifle,1,50,0 356,m4,m4,rifle,1,30,0 357,cuntgun,cuntgun,sniper,1,50,0 358,sniper,sniper,rifle,1,50,0 359,rocketla,rocketla,rocket,1,50,0 360,heatseek,heatseek,rocket,1,50,0 361,flame,flame,flame,1,50,0 362,minigun,minigun,flame,1,50,0 363,satchel,satchel,grenade,1,50,0 364,bomb,bomb,null,1,50,0 365,spraycan,spraycan,spraycan,1,50,0 366,fire_ex,fire_ex,flame,1,50,0 367,camera,camera,rifle,1,50,0 368,nvgoggles,nvgoggles,goggles,1,50,0 369,irgoggles,irgoggles,goggles,1,50,0 370,jetpack,jetpack,null,1,100,0 371,gun_para,gun_para,null,1,100,0 372,tec9,tec9,silenced,1,30,0 373,armour,armour,null,1,30,0 end hier 1,csplay,player,null,2000.0 384,clothes01,generic,null,2000.0 385,clothes02,generic,null,2000.0 386,clothes03,generic,null,2000.0 387,clothes04,generic,null,2000.0 388,clothes05,generic,null,2000.0 389,clothes06,generic,null,2000.0 390,clothes07,generic,null,2000.0 391,clothes08,generic,null,2000.0 392,clothes09,generic,null,2000.0 393,clothes10,generic,null,2000.0 394,SHANDL,generic,null,15.0 395,SHANDR,generic,null,15.0 396,FHANDL,generic,null,15.0 397,FHANDR,generic,null,15.0 300,cutobj01,generic,null,2000.0 301,cutobj02,generic,null,2000.0 302,cutobj03,generic,null,2000.0 303,cutobj04,generic,null,2000.0 304,cutobj05,generic,null,2000.0 305,cutobj06,generic,null,2000.0 306,cutobj07,generic,null,2000.0 307,cutobj08,generic,null,2000.0 308,cutobj09,generic,null,2000.0 309,cutobj10,generic,null,2000.0 310,cutobj11,generic,null,2000.0 311,cutobj12,generic,null,2000.0 312,cutobj13,generic,null,2000.0 313,cutobj14,generic,null,2000.0 314,cutobj15,generic,null,2000.0 315,cutobj16,generic,null,2000.0 316,cutobj17,generic,null,2000.0 317,cutobj18,generic,null,2000.0 318,cutobj19,generic,null,2000.0 319,cutobj20,generic,null,2000.0 end Link to post Share on other sites
HzanRsxa2959 69 Posted April 30, 2020 Author Share Posted April 30, 2020 About your .ini settings: Spoiler Spoiler [WeaponIDs] # format: WeaponID = recoil multiplier, WeaponIDs taken from http://hotmist.ddo.jp/id/weapon.html 22 = 0.80 # PISTOL 23 = 1.00 # PISTOL_SILENCED 24 = 2.00 # DESERT_EAGLE 25 = 1.50 # SHOTGUN 26 = 2.00 # SAWNOFF 27 = 1.50 # SPAS12 28 = 1.20 # MICRO_UZI 29 = 1.00 # MP5 32 = 1.20 # TEC9 30 = 1.25 # AK47 31 = 1.00 # M4 33 = 1.50 # COUNTRYRIFLE 34 = 1.50 # SNIPERRIFLE 35 = 1.00 # RLAUNCHER 36 = 1.00 # RLAUNCHER_HS 38 = 0.25 # MINIGUN [AnimGroupIDs ] # format: AnimGroupID = recoil multiplier, AnimGroupIDs taken from http://gtamodding.ru/wiki/Адреса_Памяти_(SA)#WEAPON.DAT 20 = 2.5 # shotgunbad 19 = 2.5 # shotgun 16 = 2.5 # sawnoff 17 = 2.5 # sawnoffpro 22 = 2.5 # buddybad 21 = 2.5 # buddy 11 = 1.0 #'python' 12 = 1.0 #'pythonbad' 13 = 1.0 #'colt45' 15 = 1.0 #'colt45pro' 18 = 1.0 #'silenced' 23 = 1.0 #'uzi' 24 = 1.0 #'uzibad' 25 = 1.0 #'rifle' 26 = 1.0 #'riflebad' 27 = 2.0 #'sniper' 30 = 1.0 #'rocket' Just a suggestion: you could remove the keys that are in bold. Multiplying them with 1.0 is the same as not multiplying them with anything. 1.1 released! Download links added to main post. The check for maximum accuracy has been increased from 2.0 to 10.0. As a result, weapons with accuracy of less than 10.0 will have recoil. This means that the Combat Shotgun now also has recoil. Fixed the recoil value not being modified by the weapon's accuracy. Note: Only the 'WeaponRecoilAuto.cs' file has been updated. Previous .ini settings files will work with this version. Link to post Share on other sites
Esquisito 2 Posted May 2, 2020 Share Posted May 2, 2020 (edited) On 4/30/2020 at 8:25 PM, HzanRsxa2959 said: About your .ini settings: Reveal hidden contents Reveal hidden contents [WeaponIDs] # format: WeaponID = recoil multiplier, WeaponIDs taken from http://hotmist.ddo.jp/id/weapon.html 22 = 0.80 # PISTOL 23 = 1.00 # PISTOL_SILENCED 24 = 2.00 # DESERT_EAGLE 25 = 1.50 # SHOTGUN 26 = 2.00 # SAWNOFF 27 = 1.50 # SPAS12 28 = 1.20 # MICRO_UZI 29 = 1.00 # MP5 32 = 1.20 # TEC9 30 = 1.25 # AK47 31 = 1.00 # M4 33 = 1.50 # COUNTRYRIFLE 34 = 1.50 # SNIPERRIFLE 35 = 1.00 # RLAUNCHER 36 = 1.00 # RLAUNCHER_HS 38 = 0.25 # MINIGUN [AnimGroupIDs ] # format: AnimGroupID = recoil multiplier, AnimGroupIDs taken from http://gtamodding.ru/wiki/Адреса_Памяти_(SA)#WEAPON.DAT 20 = 2.5 # shotgunbad 19 = 2.5 # shotgun 16 = 2.5 # sawnoff 17 = 2.5 # sawnoffpro 22 = 2.5 # buddybad 21 = 2.5 # buddy 11 = 1.0 #'python' 12 = 1.0 #'pythonbad' 13 = 1.0 #'colt45' 15 = 1.0 #'colt45pro' 18 = 1.0 #'silenced' 23 = 1.0 #'uzi' 24 = 1.0 #'uzibad' 25 = 1.0 #'rifle' 26 = 1.0 #'riflebad' 27 = 2.0 #'sniper' 30 = 1.0 #'rocket' Just a suggestion: you could remove the keys that are in bold. Multiplying them with 1.0 is the same as not multiplying them with anything. 1.1 released! Download links added to main post. The check for maximum accuracy has been increased from 2.0 to 10.0. As a result, weapons with accuracy of less than 10.0 will have recoil. This means that the Combat Shotgun now also has recoil. Fixed the recoil value not being modified by the weapon's accuracy. Note: Only the 'WeaponRecoilAuto.cs' file has been updated. Previous .ini settings files will work with this version. This has fixed no recoil with smgs for me Also this works with manual driveby mod, maybe add drive by multiplier? Edited May 2, 2020 by Esquisito HzanRsxa2959 1 Link to post Share on other sites
HzanRsxa2959 69 Posted May 2, 2020 Author Share Posted May 2, 2020 1 hour ago, Esquisito said: maybe add drive by multiplier? That's a good suggestion! I'll be sure to add that in 1.2. More suggestions and bug reports welcome for 1.2! Link to post Share on other sites
HzanRsxa2959 69 Posted May 2, 2020 Author Share Posted May 2, 2020 1.2 released! Download links added to main post. Added fRecoilMultiplierDriveby, fRecoilMultiplierSingleHanded and fRecoilMultiplierDualWield. All of these are self-explanatory, although there is further is further explanation in the settings file. Note: Both the 'WeaponRecoilAuto.cs' and 'WeaponRecoilAuto.ini' files have been updated. Previous .ini settings will need to be carried over. Link to post Share on other sites
Crowdigger 16 Posted May 4, 2020 Share Posted May 4, 2020 (edited) Really good this mod, I waited for it for a long time. But I have three tips for you. 1º - Add the recoil in SPAS12 too, why doesn't it have it? 2nd - To be able to use "bDisableSidewaysRecoil" in different weapons, example: I would like to leave the AK with it activated and the M4 disabled. 3rd - I have 2000 hours of Counter-Strike Global Offensive, and of course .. It has recoil, but it is always the same, it is not random like this mod. This still makes the game more difficult, but it gives you a better chance of controlling the kickback. It would be nice to have some option to always be the same spray / recoil. I even configured it in a way, to vary the recoil between the weapons more and make it more realistic. But in a way Minigun is unviable to use And the Combat Shotgun has no recoil and I wanted it to only go up without going sideways, rather unreal, but it would vary more between it and the normal shotgun. https://youtu.be/qFl6sPLV6lY Edited May 4, 2020 by Crowdigger savidge and HzanRsxa2959 2 Link to post Share on other sites
Crowdigger 16 Posted May 4, 2020 Share Posted May 4, 2020 Another thing that is really necessary, so that the aiming movement is not so rough, is that it goes back to the starting point smoothly when you stop shooting. As you can see in this video. A friend told me that you could use the Cleo+'s EASE function, it would help you do that. I gave him the link, maybe he'll come here and explain it better. (Or not) HzanRsxa2959 1 Link to post Share on other sites
HzanRsxa2959 69 Posted May 5, 2020 Author Share Posted May 5, 2020 (edited) On 5/4/2020 at 8:14 PM, Crowdigger said: 1º - Add the recoil in SPAS12 too, why doesn't it have it? Spoiler This was fixed in 1.1. If you are indeed using that or a later version, please post you weapon data settings like I did above so that I know what's wrong. Also: Spoiler On 5/4/2020 at 8:14 PM, Crowdigger said: Really good this mod, I waited for it for a long time. But I have three tips for you. 1º - Add the recoil in SPAS12 too, why doesn't it have it? 2nd - To be able to use "bDisableSidewaysRecoil" in different weapons, example: I would like to leave the AK with it activated and the M4 disabled. 3rd - I have 2000 hours of Counter-Strike Global Offensive, and of course .. It has recoil, but it is always the same, it is not random like this mod. This still makes the game more difficult, but it gives you a better chance of controlling the kickback. It would be nice to have some option to always be the same spray / recoil. I even configured it in a way, to vary the recoil between the weapons more and make it more realistic. But in a way Minigun is unviable to use And the Combat Shotgun has no recoil and I wanted it to only go up without going sideways, rather unreal, but it would vary more between it and the normal shotgun. https://youtu.be/qFl6sPLV6lY Spoiler On 5/4/2020 at 9:40 PM, Crowdigger said: Another thing that is really necessary, so that the aiming movement is not so rough, is that it goes back to the starting point smoothly when you stop shooting. As you can see in this video. A friend told me that you could use the Cleo+'s EASE function, it would help you do that. I gave him the link, maybe he'll come here and explain it better. (Or not) Thanks for all the suggestions. I'll try to implement as much as I can, but it may take a while. I'll keep this topic updated. In the meantime: 2.0 Released! Download links added to main post. Script completely rewritten, resuting in a significant improvement in performance (5-10 FPS on my end). Added a cheat command "RSWRA" to reload the ini settings. Previously, the settings were changed in real-time, but it caused lag. Removed 'bDisableSidewaysRecoil' and added 'iRecoilMode', which has the older features and more. The ini file has been reorganized and some command names have also been changed for better readability. By removing real-time changes, an ID limit of 999 has been introduced. This limit is arbitrary; tell me if it needs to be exceeded. Note: Both the 'WeaponRecoilAuto.cs' and 'WeaponRecoilAuto.ini' files have been updated. Previous .ini settings will need to be carried over. None of the features have been removed, but their names may have been changed. Therefore, it is better to reconfigure the ini based on your previous settings as copy-pasting the old settings over the new ones will probably not work. Also, ideas for next version: Include a new option (maybe use a negative value?) for multipliers, which will skip all the next multipliers, making it independent. Add WeaponID and AnimGroupID dependent recoil modes (iRecoilMode). Add a configurable accuracy upper limit. Add different ini files for different functions. Maybe even a different ini file for each WeaponID/AnimGroupID? The undefined values could use default values, Include an option to return the crosshair to its original position, with the choice of using easing functions if the user has CLEO+ installed. Add recoil multiplier based on weapon fire rate. Thoughts on these ideas and new ideas welcome! Edited May 5, 2020 by HzanRsxa2959 Crowdigger and thalilmythos 2 Link to post Share on other sites
Crowdigger 16 Posted May 6, 2020 Share Posted May 6, 2020 (edited) I didn’t understand if you’re stuck for this in the next version, but I’ll give you one more suggestion: Recoil multiplier according to the level you have with the weapon. Example: Beginner a bigger kick. Hitman will have the ability to better control the kickback. Edited May 6, 2020 by Crowdigger HzanRsxa2959 1 Link to post Share on other sites
Junior_Djjr 2,953 Posted May 6, 2020 Share Posted May 6, 2020 (edited) Fine work. One detail is when I saw it, I thought "wait, length of the weapon? Did he miss the word?" until I saw... "oh, used the flash muzzle point, that is creative". Maybe perlin noise can help you to improve the randomness? To make it more natural. Edited May 6, 2020 by Junior_Djjr HzanRsxa2959 1 Link to post Share on other sites
HzanRsxa2959 69 Posted May 6, 2020 Author Share Posted May 6, 2020 9 hours ago, Crowdigger said: Recoil multiplier according to the level you have with the weapon. Sure thing, I can do that. I'll add it to the to-do list. 9 hours ago, Junior_Djjr said: Fine work. One detail is when I saw it, I thought "wait, length of the weapon? Did he miss the word?" until I saw... "oh, used the flash muzzle point, that is creative". Maybe perlin noise can help you to improve the randomness? To make it more natural. Thanks for the kind words. So, it is the offset point of the muzzle flash? I thought it was the offset where the bullets come out of. Anyway, is it safe to use such a method? It already has problems with weapons like grenade (fireoffsetx is zero, so recoil reaches infinity). Also, I just looked into perlin noise. I'll try to implement it. Link to post Share on other sites
HzanRsxa2959 69 Posted June 29, 2020 Author Share Posted June 29, 2020 (edited) Update: Please ignore the text below. Hey guys. Sorry for being so inactive. I have been busy. Anyway, after brainstorming for the last two weeks, I tried to improve this mod and add the features mentioned on the to-do list. I don't know whether it's my incompetence, the limits of SCM, or just general disinterest, but: I cannot continue developing this mod. I am sorry for such news. I really tried improving this mod, but I just cannot wrap my head around anything. So, this is the final version of this mod. If anyone wants to continue the development of this mod, feel free. I would also appreciate being credited. Here is the current to-do list: Max weapon ID limit is 999. Include a new option (maybe use a negative value?) for multipliers, which will skip all the next multipliers, making it independent. Add WeaponID and AnimGroupID dependent recoil modes (iRecoilMode). Add a configurable accuracy upper limit. Add different ini files for different functions. Maybe even a different ini file for each WeaponID/AnimGroupID? The undefined values could use default values. Include an option to return the crosshair to its original position, with the choice of using easing functions if the user has CLEO+ installed. Add recoil multiplier based on weapon fire rate. Add recoil multiplier according to the level you have with the weapon. Use Perlin noise instead of current random functions to improve the randomness. In the meantime, I have developed a lite version of this mod without all the hassle of configuration. This version is the one I use and closer to what I had in mind when developing this mod: WeaponRecoilAuto_Lite: 1.0 Released! Download links added to main post. Completely different from main mod. Recoil works based on crosshair spread. This means that there will be minimal incompatibility. Only vertical recoil occurs. The crosshair returns back to its original position as the crosshair retracts. Settings file including multiplier for recoil. Video: Spoiler Edited July 3, 2020 by HzanRsxa2959 WeedSR 1 Link to post Share on other sites
WeedSR 2 Posted July 1, 2020 Share Posted July 1, 2020 Why is there no recoil for shotguns and sniper / country rifle in WeaponRecoilAuto_Lite 1.0? Link to post Share on other sites
HzanRsxa2959 69 Posted July 1, 2020 Author Share Posted July 1, 2020 5 hours ago, WeedSR said: Why is there no recoil for shotguns and sniper / country rifle in WeaponRecoilAuto_Lite 1.0? That's because the recoil in this version depends on the crosshair spread. As far as I know, there is no crosshair spread for shotguns, country rifle snd sniper rifle. Link to post Share on other sites
Crowdigger 16 Posted July 1, 2020 Share Posted July 1, 2020 I'm sad now. I have been waiting for an att for a long time. But I understand you. However, if you feel like it, just implement option 6 in the full version (not lite), that would help a lot. ☺️ Link to post Share on other sites
HzanRsxa2959 69 Posted July 1, 2020 Author Share Posted July 1, 2020 1 hour ago, Crowdigger said: /I'm sad now. I have been waiting for an att for a long time. But I understand you. However, if you feel like it, just implement option 6 in the full version (not lite), that would help a lot. ☺️ Thank you so much being so understanding. I am having some personal problems right now. Also, my laptop keyboard broke. I have tried implementing all the options in the to-do list, but the only ones I even have a vague idea of implementing are 4, 6 and 7. Please give me some time and I will try to implement them the best I can. I'll keep this topic updated. Link to post Share on other sites
HzanRsxa2959 69 Posted July 2, 2020 Author Share Posted July 2, 2020 (edited) Hey guys. I finally figured it out. Video is being uploaded asap. Update: 2.1 Released! Download links added to main post. Added feature 6: the crosshair returns to the location of the last shot after recoil occurs. Also added an ini toggle called bNoCrosshairReturn to disable this, and fCrosshairReturnSpeed to configure the speed of crosshair return. Added feature 4: configurable upper accuracy limit (fAccuracyThreshold). Increase this value if recoil does not occur on any weapon. Discarded feature 7: recoil multiplier based on weapon fire rate. The values were too similar between weapons and the feature did not make any sense overall. Update: Video: It's midnight (actually 12:30 AM) here. Will rearrange the main topic post in the morning. Good night! Edited July 2, 2020 by HzanRsxa2959 WeedSR and Irsis 1 1 Link to post Share on other sites
Irsis 76 Posted July 2, 2020 Share Posted July 2, 2020 Is it possible to make this works in first person mode too?(fps mod by voron) jet ranger 1 Link to post Share on other sites
thalilmythos 1,034 Posted July 3, 2020 Share Posted July 3, 2020 (edited) Sorry to go offtopic, but what's that mod that prompted you to store your weapon in the trunk? Edit: Remember to add somewhere that CLEO+ Is needed, i don't see it in the readme or the main topic post (maybe i missed it) Anyway still i think having it in the readme would be good, i allready have it but some people may not Edited July 3, 2020 by thalilmythos Link to post Share on other sites
HzanRsxa2959 69 Posted July 3, 2020 Author Share Posted July 3, 2020 Other mod in video: Spoiler The other mod in the video is called CarStorage. It's another mod that I've been developing for about three days. I'm just finishing up, and it should be released in about 12 hours. CLEO+ is not required for now. The default framedelta functions seem to do the job. Whenever a mod requirement comes up, I'll be sure to mention it clearly. Link to post Share on other sites
Crowdigger 16 Posted July 4, 2020 Share Posted July 4, 2020 Thanks for updating the mod, I hope things get better for you. In this new version I found these small errors: 1 - Perhaps it would be better to be able to set the target return speed separately for each weapon. For a certain speed is good and another very fast / slow. 2 - Sometimes even when you leave the sight of the weapon, the screen continues to return to the original position. 3 - When using iRecoilMode: 1: up only, the crosshair goes up but does not return to the right point, it goes to the left side. WeedSR 1 Link to post Share on other sites