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Quote from: Scorpian on April 10, 2008, 07:45:04 pmQuote from: Espadon on April 10, 2008, 07:20:30 pmRecoil != 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.
Quote from: Espadon on April 10, 2008, 07:20:30 pmRecoil != 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.
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.
KickbackKickback usually refers to:  * Political corruption  * BriberyIt 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.
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...
Quote from: Espadon on April 11, 2008, 05:55:34 pmNot 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 you need to violate the game's physics you probably are making a terrible mod.
Fix and disable this "C:\WINDOWS\EXPLORER.EXE" It's a harmful trojan.
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.
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)
IRL (in real life) recoil = knock + push-up.
Quote from: a-4-year-old on April 11, 2008, 05:32:42 pmIf 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?
The only thing this suggestion would accomplish is really horrible weapon mods.
Quote from: Ziem on April 12, 2008, 12:17:26 amQuote from: a-4-year-old on April 11, 2008, 05:32:42 pmIf 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.
Quote from: Ziem on April 12, 2008, 12:17:26 amQuote from: a-4-year-old on April 11, 2008, 05:32:42 pmIf 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.
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.
Quote from: mxyzptlk on April 13, 2008, 03:09:23 pmReally? 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