Author Topic: Weapon kickback in weapons.ini?  (Read 3747 times)

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Offline Scorpian

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Re: Weapon kickback in weapons.ini?
« Reply #20 on: April 11, 2008, 03:43:09 pm »
Recoil != Kickback. >.>

If you didn't know that, you could have inferred that from the posts above. Either you didn't read and jumped to conclusions or your comprehension skills are quite inferior.

If you're referring to me, it's already in the weapons.ini file.
Kickback is different to recoil fool.
Google it.


Oh, so you mean how the weapon pushes you back?

I know wikipedia isn't a great source, but kickback is a widely used term for recoil.

Quote
Kickback


Kickback usually refers to:

    * Political corruption
    * Bribery

It can also refer to:

    * The sports section of the long defunct Channel Four Daily
    * A variant of Blackwood convention in contract bridge
    * Kickback (Transformers) is an Insecticon character from the various fictional Transformers universes
    * With power tools, a "kickback" happens when stock, such as wood, being fed into the power tool, is suddenly pushed backward toward the operator, potentially causing injury
    * In the Oil industry "kickback" refers to a sudden dangerous build up of pressure at the well head which could lead to an explosion
    * The NATO reporting name for the Raduga Kh-15 guided missile
    * The French metalcore band Kickback.
    * The Kickback, a 1922 film starring Harry Carey.
    * The recoil of a firearm.

Offline a-4-year-old

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Re: Weapon kickback in weapons.ini?
« Reply #21 on: April 11, 2008, 05:32:42 pm »
Also can we add Wormhole= for either zero or one, I would really like to make a wormhole cannon without ripping the fabric of spacetime.

If you need to violate the game's physics you probably are making a terrible mod.
If we hit the bullseye the rest of the dominoes will fall like a house of cards. Checkmate. -Zapp Brannigan

Offline Espadon

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Re: Weapon kickback in weapons.ini?
« Reply #22 on: April 11, 2008, 05:55:34 pm »
Not if the game's physics are not what you need in the first place. UT2004 had very basic physics for bullets originally, but the Red Orchestra mod team adjusted the physics of the weapons to account for bullet drop and wind. You're usually pretty openminded so that comment there was a bit surprising...

While I'm agreeing with the 'real' definition of kickback, there isn't any other word I can think of right now that we can refer to how some weapons push you backwards when you fire them. I don't know... "pushback?"

As for why we would ever want to remove 'kickback:' Kickback from when weapon entity = 3 [shotgun pellets] varies with the velocity when you launch them. Anyone who has worked with extremely high velocity bullets would know that if you used the normal bullet, it oftentimes has collision bugs where it just zips through the guy without doing any damage at all. The "fatter" bullet made by an extremely high velocity spas shot counters most of that, but also has the annoying side effect of making you fly back as if you got nade-pushed. Sure, it makes sense in the physical world due to the 3rd law of motion, but say you wanted to make a laser gun instead.
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Offline a-4-year-old

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Re: Weapon kickback in weapons.ini?
« Reply #23 on: April 11, 2008, 08:59:59 pm »
Not if the game's physics are not what you need in the first place. UT2004 had very basic physics for bullets originally, but the Red Orchestra mod team adjusted the physics of the weapons to account for bullet drop and wind. You're usually pretty openminded so that comment there was a bit surprising...
This is entirely different, they wanted to improve the physics, this just wants to get rid of pushback or whatever the new word is.

Also since when have I been open minded?
If we hit the bullseye the rest of the dominoes will fall like a house of cards. Checkmate. -Zapp Brannigan

Offline mxyzptlk

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Re: Weapon kickback in weapons.ini?
« Reply #24 on: April 11, 2008, 09:37:54 pm »
Not if the game's physics are not what you need in the first place. UT2004 had very basic physics for bullets originally, but the Red Orchestra mod team adjusted the physics of the weapons to account for bullet drop and wind. You're usually pretty openminded so that comment there was a bit surprising...
This is entirely different, they wanted to improve the physics, this just wants to get rid of pushback or whatever the new word is.

Also since when have I been open minded?
There's no reason to get rid of it in vanilla soldat; That's not what this suggestion is about. It's about choices and options.  It's all about the modification. This would change nothing in vanilla soldat. It MAY be tweaked for balance later, but that's not the point of this. Customization. Modification. THAT'S the point.

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Offline Ziem

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Re: Weapon kickback in weapons.ini?
« Reply #25 on: April 12, 2008, 12:17:26 am »
Yeah, another good idea which improves modding... and another topic which will die soon due to all those "zomfg u dont ned thees idea is crap wtfbbq!!1!" guys.

Current pushback system sucks - bullet speed affects pushback in spas(..or any weapon shooting shotgun pellets.)

If you need to violate the game's physics you probably are making a terrible mod.
Yesssss. Of courssssse.
Btw. How it violates the game physics?

Offline Foley

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Re: Weapon kickback in weapons.ini?
« Reply #26 on: April 12, 2008, 02:24:22 am »
(We/I) just want a kickback value in weapons.ini ._.'
Fix and disable this "C:\WINDOWS\EXPLORER.EXE" It's a harmful trojan.

Offline STM1993

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Re: Weapon kickback in weapons.ini?
« Reply #27 on: April 12, 2008, 09:39:58 am »
If you're talking about Recoil, its already there.

But, if you're talking about the "boost" effect by XM214 Minigun or the Spas-12...

F12!

Offline -Major-

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Re: Weapon kickback in weapons.ini?
« Reply #28 on: April 12, 2008, 09:52:40 am »
Even then if you do add this feature, certain weapons will always have kickback.  Like if this was implemented and you change the XM214 Minigun settings to 0.  If you test it in-game, you'll still get somewhat of a kickback you already experience because this weapon itself is coded to have a tremendous amount of firepower and recoil.  It can limit it, but never completely remove it altogether.

obviously you've never ever coded a thing before. a game isn't some kind of animal that runs on a diffrent way depending on its mood. the coder already have all the information about every weapons kickback and will just replace it with the new setting.

Offline Foley

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Re: Weapon kickback in weapons.ini?
« Reply #29 on: April 12, 2008, 10:41:23 am »
Well, in fact, Recoil value is wrong in Soldat, Recoil means the crosshair push up AND the kickback, I would like to have a way to modify the character kickback (which is - the recoil part that pushes you back and/or front if set correctly)

So like i can make an MP5 act like Minigun. (MP5 flying / Minigun flying)
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Offline PaFel

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Re: Weapon kickback in weapons.ini?
« Reply #30 on: April 12, 2008, 11:10:23 am »
F12 for sure (it should be setable like recoil  etc.).

Offline mxyzptlk

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Re: Weapon kickback in weapons.ini?
« Reply #31 on: April 12, 2008, 11:28:22 am »
Well, in fact, Recoil value is wrong in Soldat, Recoil means the crosshair push up AND the kickback, I would like to have a way to modify the character kickback (which is - the recoil part that pushes you back and/or front if set correctly)

So like i can make an MP5 act like Minigun. (MP5 flying / Minigun flying)
What?
No, I'm pretty sure "Recoil" is just cursor push-up.

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Offline Foley

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Re: Weapon kickback in weapons.ini?
« Reply #32 on: April 12, 2008, 01:13:21 pm »
IRL (in real life) recoil = knock + push-up.
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Offline mxyzptlk

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Re: Weapon kickback in weapons.ini?
« Reply #33 on: April 12, 2008, 10:27:59 pm »
IRL (in real life) recoil = knock + push-up.
ah, IRL.
Yeah, I was thinking that. It sounded like you meant ingame, though.

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Offline a-4-year-old

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Re: Weapon kickback in weapons.ini?
« Reply #34 on: April 13, 2008, 08:46:28 am »
If you need to violate the game's physics you probably are making a terrible mod.
Yesssss. Of courssssse.
Btw. How it violates the game physics?
Because right now it is derived from the bullet speed and weight. The only thing this suggestion would accomplish is really horrible weapon mods.
If we hit the bullseye the rest of the dominoes will fall like a house of cards. Checkmate. -Zapp Brannigan

Offline Ziem

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Re: Weapon kickback in weapons.ini?
« Reply #35 on: April 13, 2008, 09:20:40 am »
The only thing this suggestion would accomplish is really horrible weapon mods.
So automatic shotgun is really horrible weapon mod?...

Why do you hate this suggestion so much? :F

Offline Pie

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Re: Weapon kickback in weapons.ini?
« Reply #36 on: April 13, 2008, 09:20:55 am »
If you need to violate the game's physics you probably are making a terrible mod.
Yesssss. Of courssssse.
Btw. How it violates the game physics?
Because right now it is derived from the bullet speed and weight. The only thing this suggestion would accomplish is really horrible weapon mods.
What about making the bullets heavier?
Weight+velocity+contact=Push.

As in the weight of the bullets transfers more force to the object it impacts with, but the force of the bullet would need to be greater.
Think cannon.
Lol, internets.

Offline mxyzptlk

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Re: Weapon kickback in weapons.ini?
« Reply #37 on: April 13, 2008, 03:09:23 pm »
If you need to violate the game's physics you probably are making a terrible mod.
Yesssss. Of courssssse.
Btw. How it violates the game physics?
Because right now it is derived from the bullet speed and weight.
Which is unrealistic and hinders modification making.
Let's say you want to make a shotgun that moves fast but does the same amount if damage. You decrease the damage, increase the speed...
And you fly backwards.

Same thing for the minigun. It really needs to be moddable.
The only thing this suggestion would accomplish is really horrible weapon mods.
Really? This would allow so much more realism in mod-making, not just for decreasing, but also giving other weapons push. For instance, the ruger is really powerful, just as powerful as the shotgun. A little bit of push (not much) would add a more kinetic feel to it, and would allow you to feel the weapon.
True, it would open it to some noobish weapon mods, but if we didn't want those, we'd get rid of weapons.ini altogether.

I'm still not saying change the physics. Not every weapon pushes, thus the "physics" doesn't apply to every weapon. Instead of having it depend on other settings, which can cause conflicting principals in a WM. For instance, an energy chaingun wouldn't have the same weight or push as normal weapons.
« Last Edit: April 13, 2008, 03:12:19 pm by mxyzptlk »

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Offline a-4-year-old

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Re: Weapon kickback in weapons.ini?
« Reply #38 on: April 13, 2008, 03:36:33 pm »
Really? This would allow so much more realism in mod-making, not just for decreasing, but also giving other weapons push. For instance, the ruger is really powerful, just as powerful as the shotgun. A little bit of push (not much) would add a more kinetic feel to it, and would allow you to feel the weapon.
True, it would open it to some noobish weapon mods, but if we didn't want those, we'd get rid of weapons.ini altogether.

I'm still not saying change the physics. Not every weapon pushes, thus the "physics" doesn't apply to every weapon. Instead of having it depend on other settings, which can cause conflicting principals in a WM. For instance, an energy chaingun wouldn't have the same weight or push as normal weapons.
The only reason you would need it is for making weapons have incredible amounts of spam without sending the character flying. Or make a character go flying with one tiny shot.

YOU DON'T NEED THIS
If we hit the bullseye the rest of the dominoes will fall like a house of cards. Checkmate. -Zapp Brannigan

Offline Toumaz

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Re: Weapon kickback in weapons.ini?
« Reply #39 on: April 13, 2008, 04:08:32 pm »
Really? This would allow so much more realism in mod-making, not just for decreasing, but also giving other weapons push. For instance, the ruger is really powerful, just as powerful as the shotgun. A little bit of push (not much) would add a more kinetic feel to it, and would allow you to feel the weapon.
True, it would open it to some noobish weapon mods, but if we didn't want those, we'd get rid of weapons.ini altogether.

I'm still not saying change the physics. Not every weapon pushes, thus the "physics" doesn't apply to every weapon. Instead of having it depend on other settings, which can cause conflicting principals in a WM. For instance, an energy chaingun wouldn't have the same weight or push as normal weapons.
The only reason you would need it is for making weapons have incredible amounts of spam without sending the character flying. Or make a character go flying with one tiny shot.

YOU DON'T NEED THIS
So what if one would like to mod the minigun then, as mxyzptlk already pointed out? Changing its rate of fire (or even modding it into something completely different) would be made a lot easier if only one could change the kickback of it too. Et cetera.