Changing weapon recoil -1 reply

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#1 12 years ago

I need to know how to edit the weapon recoil. Does ne1 know how to do this?




Tally

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#2 12 years ago

yeah, but you need a weapons editor to carry it out.

Download Chris_P's editor here:

http://www.mgs-network.com/merciless/cod_downloads/files/callofduty_weapon_editor_install.zip

Once you have the editor installed, your ready to start edting the weapons files. It is better to have a 'model' of the type of recoil you are looking for, so, you might compare the thompson with the ppsh, if you minded to change the PPSH.

Now, take out the weapons file you want to edit. These are found in iw_13.iwd\weapons\mp.

Place the file on your Windows desktop. Open the weapons editor and point it to the weapons file on your desktop.

Scroll through the settings, until you find hipGunKickPitchMin and all the related settings:

Hip Settings

hipGunKickPitchMin hipGunKickPitchMax hipGunKickYawMin hipGunKickYawMax hipGunKickAccel hipGunKickSpeedMax hipGunKickSpeedDecay

Aiming Down Sight Settings

adsGunKickPitchMin adsGunKickPitchMax adsGunKickYawMin adsGunKickYawMax adsGunKickSpeedDecay adsGunKickStaticDecay

The settings wont make much sense to you, and thats why I said its better if you have an example to work from. essentially, changing the pitch and yaw settings is what gives it the 'recoil'; changing the Accel Speed max/min is the time it takes to return to where it started.

For a little info on the other settings, here is a document I have found useful over time:

==================================== WEAPONS ====================================

moveSpeedScale: run speed while holding the weapon

damage: the amount of damage each bullet does (I think 100% health is 150)

meleeDamage: bash damage

------------------------------------ These seem counterintuitive, but after quite a bit of testing, I found this is the way they work! Grenades seem to be opposite.

maxAmmo: the ammount of ammo you start each round with startAmmo: the maximum ammount of ammo you can pick up ------------------------------------

clipSize: the number of rounds in each clip

dropAmmoMin: the minimum ammount of ammo you drop when you die

dropAmmoMax: the maximum ammount of ammo you drop when you die

fireTime: rate of fire of the weapon (MG's and SMG's are higher)

fireDelay: time between each shot (should be 0 for MG's and SMG's)

meleeDelay: time between each bash

reloadTime: time to reload a clip/round

reloadEmptyTime: time to reload from an empty chamber

meleeTime: time to bash

dropTime: time to drop weapon

raiseTime: time to switch weapon

adsZoomInFrac: Time fraction to transition from hip to iron sites (smaller number faster)

adsZoomOutFrac: Time fraction to transition from iron sites back to hip (smaller number faster)

adsZoomFov: Aim down the sight zoom (large number, higher zoom)

adsViewBobMult: Aim downt the sight bob when moving (higher number, more bob)

hipSpreadStandMin: Starting accuracy standing & firing from hip (lower number best)

hipSpreadDuckedMin: Starting accuracy crouched & firing from hip (lower number best)

hipSpreadProneMin: Starting accuracy prone & firing from hip (lower number best)

hipSpreadMax: Worst accuracy firing from hip (lower number best)

hipSpreadDecayRate: Time frame from min to max firing from hip (larger number, faster change)

hipSpreadFireAdd: Amount of inaccuracy added for each shot from hip (lower number best)

hipSpreadMoveAdd: Amount of inaccuracy added for movement firing from hip. Also seems to be controlled by decay rate.

Ducked Decay: How fast the accuracy returns to Min from Max. (larger number better) Note: to large of number will not let accuracy change to Max.

Prone Decay: How fast the accuracy returns to Min from Max. (larger number better) Note: to large of number will not let accuracy change to Max.

There are the factors that I found for the sniper rifles that I think they are for the amout of weave in scope. (standing) adsIdleAmount\45\ idleCrouchFactor\0.2\ idleProneFactor\0.085\

==================================== GRENADES ====================================

moveSpeedScale: run speed while holding a grenade

projectileSpeed: distance the grenade can be thrown (lower, shorter throw)

projectileSpeedUp: the increased distance a nade can be thrown if moving (lower, shorter throw)

explosionRadius: the radius of nade explosion

explosionInnerDamage: the damage taken from the full force of a nade

explosionOuterDamage: the damage taken from a glancing nade blow

------------------------------------ These seem to be the opposite of how the weapons work.

maxAmmo: the maximum number of nades you can carry startAmmo: the ammount of nades you start each round with ------------------------------------

damage: damage taken if hit with a nade flying through the air (not the explosion damage - set to 0)

meleeDamage: bash damage

fireDelay: time delay between each throw

meleeDelay: time delay between each bash

cookOffHold: set to "1" to enable cooking of nades

fuseTime: the nade cooking time (4 sec works well)

fireTime: time it takes to throw

meleeTime: time it takes to bash

reloadTime: time it takes to reload

dropTime: time it takes to drop

Hope all that info doesnt scare you away lol




tbirdy

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#3 12 years ago

Tally Do you have to change all that is listed? I wuldnt mind giving it a try. But without the nades tbirdy




Tally

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#4 12 years ago

no you dont have to change all that I listed, as some of it is for reference, but you have to change these values:

Hip Settings

hipGunKickPitchMin hipGunKickPitchMax hipGunKickYawMin hipGunKickYawMax hipGunKickAccel hipGunKickSpeedMax hipGunKickSpeedDecay

Aiming Down Sight Settings

adsGunKickPitchMin adsGunKickPitchMax adsGunKickYawMin adsGunKickYawMax adsGunKickSpeedDecay adsGunKickStaticDecay

recoil on nades? there isnt any




tbirdy

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#5 12 years ago

Thanks for showing me how to edit.




tbirdy

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#6 12 years ago

Tally to change the coil does it matter if the numbers are higher or lower? I mean is the lower number better for all? Thanks