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HzanRsxa2959

[SA|REL|CLEO] WeaponRecoilAuto

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HzanRsxa2959
Posted (edited)

WeaponRecoilAuto

for

Grand Theft Auto: San Andreas

 

2.1 is the latest and most recommended version for now.

 

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.

  1. 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.
  2. Recoil modifiers for various situations, including but not limited to: whether the player is stoppedwhether the player is crouchingwhether the weapon is held with one handwhether the weapon is dual-wieldedwhether the player is performing drive-by, and many more.
  3. 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.
  4. Multiple directions to choose from in which recoil occurs: left, right, up | up onlyleft, right, up, down.
  5. Disable the original crosshair spread system.
  6. Manual recoil modifiers for weapons can be defined based on their WeaponIDs and AnimGroupIDs.
  7. Configure whether recoil occurs only when aiming or even when not aiming.
  8. Compatibility with added weapons and weapon accuracy (including most 'nospread') mods.

 

Video:

Spoiler

2.1:

 

Lite 1.0:

 

2.0 and below:

 

 

Download:

Spoiler

ShareMods:

 

Google Drive:

 

Credits: HzanRsxa2959, with help from http://ugbase.eu/index.php?threads/snippet-aim-at-position.14588/

Edited by HzanRsxa2959
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zBadBooyBR

Interesting, good work.

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Esquisito

Does it also change spread mechanics?

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HzanRsxa2959
Posted (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 by HzanRsxa2959

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Esquisito
Posted (edited)

Works very nice with Ryosuke's spread fix :D

 

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 by Esquisito
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HzanRsxa2959
Posted (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 by HzanRsxa2959

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HzanRsxa2959
Posted (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 by HzanRsxa2959
Sorry for double post. I'll try to to edit my posts from now on.

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thalilmythos
Posted (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 by thalilmythos
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HzanRsxa2959
Posted (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 by HzanRsxa2959

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Esquisito
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

 

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HzanRsxa2959

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.

  1. 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.
  2. 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.

 

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Esquisito
Posted (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.

  1. 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.
  2. 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 :D

Also this works with manual driveby mod, maybe add drive by multiplier?

Edited by Esquisito
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HzanRsxa2959
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!

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HzanRsxa2959

1.2 released!

Download links added to main post.

  1. 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.

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Crowdigger
Posted (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 by Crowdigger
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Crowdigger

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)

 

 

 

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HzanRsxa2959
Posted (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.

  1. Script completely rewritten, resuting in a significant improvement in performance (5-10 FPS on my end).
  2. Added a cheat command "RSWRA" to reload the ini settings. Previously, the settings were changed in real-time, but it caused lag.
  3. Removed 'bDisableSidewaysRecoil' and added 'iRecoilMode', which has the older features and more.
  4. The ini file has been reorganized and some command names have also been changed for better readability.
  5. 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:

  1. Include a new option (maybe use a negative value?) for multipliers, which will skip all the next multipliers, making it independent.
  2. Add WeaponID and AnimGroupID dependent recoil modes (iRecoilMode).
  3. Add a configurable accuracy upper limit.
  4. Add different ini files for different functions. Maybe even a different ini file for each WeaponID/AnimGroupID? The undefined values could use default values,
  5. Include an option to return the crosshair to its original position, with the choice of using easing functions if the user has CLEO+ installed.
  6. Add recoil multiplier based on weapon fire rate.

Thoughts on these ideas and new ideas welcome!

Edited by HzanRsxa2959
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Crowdigger
Posted (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 by Crowdigger
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Junior_Djjr
Posted (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 by Junior_Djjr
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HzanRsxa2959
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.

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HzanRsxa2959

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:

  1. Max weapon ID limit is 999.
  2. Include a new option (maybe use a negative value?) for multipliers, which will skip all the next multipliers, making it independent.
  3. Add WeaponID and AnimGroupID dependent recoil modes (iRecoilMode).
  4. Add a configurable accuracy upper limit.
  5. Add different ini files for different functions. Maybe even a different ini file for each WeaponID/AnimGroupID? The undefined values could use default values.
  6. Include an option to return the crosshair to its original position, with the choice of using easing functions if the user has CLEO+ installed.
  7. Add recoil multiplier based on weapon fire rate.
  8. Add recoil multiplier according to the level you have with the weapon.
  9. 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.

  1. Completely different from main mod.
  2. Recoil works based on crosshair spread. This means that there will be minimal incompatibility.
  3. Only vertical recoil occurs.
  4. The crosshair returns back to its original position as the crosshair retracts.
  5. Settings file including multiplier for recoil.

 

Video:

Spoiler

 

 

Edited by HzanRsxa2959
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WeedSR

Why is there no recoil for shotguns and sniper / country rifle in WeaponRecoilAuto_Lite 1.0?

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HzanRsxa2959
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.

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Crowdigger

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. ☺️

 

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HzanRsxa2959
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 4and 7. Please give me some time and I will try to implement them the best I can.

I'll keep this topic updated.

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HzanRsxa2959

Hey guys. I finally figured it out. Video is being uploaded asap.

Update:

2.1 Released!

Download links added to main post.

  1. 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.
  2. Added feature 4: configurable upper accuracy limit (fAccuracyThreshold). Increase this value if recoil does not occur on any weapon.
  3. 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 by HzanRsxa2959
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  • YEE 1

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Irsis

Is it possible to make this works in first person mode too?(fps mod by voron)

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thalilmythos

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 by thalilmythos

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