Reducing Recoil -1 reply

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Amraam

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30th April 2008

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#1 10 years ago

Reducing Recoil

Hi all,

I want to reduce the vertical recoil movement of the SR25 Sniper from the arsenal mod.

Which value(s) do I need to adjust to reduce the amount the rifle kicks up after each shot?

This is the .ltx file:

Spoiler: Show

[wpn_sr25_mk11_mod0_sk1]:identity_immunities GroupControlSection = spawn_group discovery_dependency = $spawn = "weapons\sr25_mk11_mod0_sk1" ; option for Level Editor $npc = on ; option for Level Editor $prefetch = 8 scheduled = off ; option for ALife Simulator cform = skeleton class = WP_AK74 min_radius = 0 max_radius = 50 description = enc_arsenal_sr25_mk11_mod0

ef_main_weapon_type = 2 ef_weapon_type = 6

;----------------------------------------------------------------------------------- holder_range_modifier = 1.0 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_range holder_fov_modifier = 0.7 ; âî ñêîëüêî ðàç óâåëè÷èâàåòñÿ eye_fov ;-----------------------------------------------------------------------------------

weapon_class = assault_rifle

cost = 32000

ammo_limit = 210 ammo_current = 30 ammo_elapsed = 30

ammo_mag_size = 20 grenade_class = ammo_m209 ammo_class = ammo_7.62x51_fmj, ammo_7.62x51_ap fire_modes = 1 launch_speed = 0

hand_dependence = 1 single_handed = 0

inv_name = ars-sr25_mk11_mod0 inv_name_short = ars-sr25_mk11_mod0 inv_weight = 6.5

inv_grid_width = 6 inv_grid_height = 2 inv_grid_x = 55 inv_grid_y = 39

kill_msg_x = 72 kill_msg_y = 82 kill_msg_width = 56 kill_msg_height = 23

slot = 2 ; // secondary animation_slot = 2 ; type of the animation that will be used

;----------------------------------------------------------------------------------- ;áàçîâàÿ äèñïåðñèÿ fire_dispersion_base = 0.0050 ;óãîë (â ãðàäóñàõ) áàçîâîé äèñïåðñèè îðóæèÿ (îðóæèÿ çàæàòîãî â òèñêàõ) control_inertion_factor = 2.2f ;îòäà÷à cam_relax_speed = 0 ;ñêîðîñòü âîçâðàòà â èñõîäíîå ïîëîæåíèå cam_relax_speed_ai = 120.75 cam_dispersion = 1.5 ;óâåëè÷åíèÿ óãëà (â ãðàäóñàõ) ñ êàæäûì âûñòðåëîì cam_dispersion_inc = 0.3 ;óâåëè÷åíèe cam_dispersion ñ êàæäûì âûñòðåëîì cam_dispertion_frac = 1.0 ;ñòâîë áóäåò ïîäûìàòüñÿ íà cam_dispersion*cam_dispertion_frac +- cam_dispersion*(1-cam_dispertion_frac) cam_max_angle = 10.0 ;ìàêñèìàëüíûé óãîë îòäà÷è cam_max_angle_horz = 3.0 ;(degree) maximum shot horizontal degree cam_step_angle_horz = 0.25 ;(degree) size of step camera moved in horizontal position while shooting

fire_dispersion_condition_factor = 5 ;óâåëè÷åíèå äèñïåðñèè â ïðîöåíòàõ ïðè ìàêñèìàëüíîì èçíîñå misfire_probability = 0.001 ;âåðîÿòíîñòü îñå÷êè ïðè ìàêñèìàëüíîì èçíîñå misfire_condition_k = 0.05 condition_shot_dec = 0.0002 ;óâåëè÷åíèå èçíîñà ïðè êàæäîì âûñòðåëå ;--------------------------------------------------------------------------------

direction = 0, 0, 1

fire_point = 0,0.236,0.661 flame_particles = weapons\generic_weapon05 shell_particles = weapons\arsenal_shells1 grenade_flame_particles = weapons\generic_weapon01

shell_point = 0,0.243,0.089 shell_dir = 0.0, 1.0, 0.0

rpm_empty_click = 200

PDM_disp_base = 8.0 PDM_disp_vel_factor = 0.8 PDM_disp_accel_factor = 15.0 PDM_crouch = 1.0 PDM_crouch_no_acc = 1.0

; ttc hit_power = 1.00 hit_impulse = 19 hit_type = fire_wound

fire_distance = 1000 bullet_speed = 784 ;íà÷àëüíàÿ ñêîðîñòü ïóëè rpm = 250 ; end ttc

use_aim_bullet = true ;Ïîääåðæèâàåòñÿ ëè ïåðâàÿ ñóïïåð ïóëÿ time_to_aim = 1.0

silencer_hit_power = 0.80 silencer_hit_impulse = 17 silencer_fire_distance = 400 silencer_bullet_speed = 500

hud = wpn_sr25_mk11_mod0_sk1_hud normal = 0, 1, 0 position = -0.026,-0.172,0 orientation = 0, 0, 0

;--STRAP PARAMETERS----------------------------------------------------------------- strap_position = -0.16,-0.36,0.15 ; position (offset) and orientation of the weapon when it is strapped strap_orientation = -10,-5,10 ; (3rd person view in degrees) strap_bone0 = bip01_spine2 strap_bone1 = bip01_spine1

startup_ammo = 1000 visual = Arsenal_Mod\wpn_sr25_mk11_mod0_sk1.ogf

light_color = 0.6,0.5,0.3 light_range = 5 light_var_color = 0.05 light_var_range = 0.1 light_time = 0.2

ph_mass = 5

;addons scope_status = 1 silencer_status = 2 grenade_launcher_status = 2

zoom_enabled = true scope_zoom_factor = 10 scope_texture = Arsenal_Mod\crosshairs\scope2

silencer_name = wpn_addon_sil_762_ar silencer_x = 210 silencer_y = 9

grenade_launcher_name = wpn_addon_grenade_launcher_m203 grenade_launcher_x = 128 grenade_launcher_y = 28

;silencer_flame_particles = weapons\generic_weapon01 silencer_smoke_particles = weapons\generic_shoot_00

silencer_light_color = 1.0, 0.1, 0.0 silencer_light_range = 0.01 silencer_light_var_color = 0.05 silencer_light_var_range = 0.5 silencer_light_time = 0.2

;çâóêè snd_draw = weapons\generic_draw snd_holster = weapons\generic_holster snd_shoot = weapons\sr25_shot snd_empty = weapons\gen_empty, 0.5 snd_reload = weapons\ar15_reload snd_shoot_grenade = weapons\m203_shot snd_reload_grenade = weapons\m203_reload snd_switch = weapons\groza_switch, 1.0, 0.5

;params when silencer is attached ;similar to corresponding params without prefix silencer_

;silencer_flame_particles = weapons\generic_weapon01 silencer_smoke_particles = weapons\generic_shoot_00

snd_silncer_shot = weapons\sr25_silent

[wpn_sr25_mk11_mod0_sk1_hud] shell_point = 0.00, 0.00, 0.00 shell_dir = 0.0, 0.0, 0.0

fire_bone = wpn_body fire_point = 0.2,0.0,0.005 fire_point2 = 0.235,0.0,-0.15

orientation = 0, 0, 0 position = 0, 0, 0 visual = Arsenal_Mod\wpn_sr25_mk11_mod0_sk1_hud.ogf

grenade_bone = grenka1 ; name of the bone in the model for grenade launcher

; animation names

anim_idle = idle anim_idle_aim = idle_aim anim_reload = reload anim_draw = draw anim_holster = holster anim_shoot = shoot anim_idle_sprint = idle_sprint

; animation names ; attached grenade launcher [GRENADE fire mode] anim_idle_g = idle_g anim_idle_g_aim = idle_g_aim anim_reload_g = reload_g anim_shoot_g = shoot_g anim_switch_grenade_on = g_on anim_switch_grenade_off = g_off anim_draw_g = draw_g anim_holster_g = holster_g

; attached grenade launcher [NORMAL fire mode] anim_idle_gl = idle_w_gl anim_idle_gl_aim = idle_w_gl_aim anim_reload_gl = reload_w_gl anim_draw_gl = draw_w_gl anim_holster_gl = holster_w_gl anim_shoot_gl = shoot_w_gl

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;HUD offset in zoom mode (to all) ;(use CONSOLE: hud_adjust_mode 0,1,2, then keys WSADQE and P to show current value in console)

zoom_offset = -0.126951,0.00589,-0.187 zoom_rotate_x = -0.0 zoom_rotate_y = 0.0

zoom_hide_crosshair = true ;to hide crosshair in zoom

; same as above, but for attached grenade launcher for ; in NORMAL shoot mode

zoom_offset = -0.127,0.033,-0.0145 zoom_rotate_x = -0.0 zoom_rotate_y = 0.0

grenade_normal_zoom_offset = -0.127,0.033,-0.0145 grenade_normal_zoom_rotate_x = -0.0 grenade_normal_zoom_rotate_y = 0.0

grenade_zoom_offset = -0.126851,-0.194851,-0.045 grenade_zoom_rotate_x = -0.2 grenade_zoom_rotate_y = -0.0

[wpn_sr25_mk11_mod0_sk1_zoom]:wpn_sr25_mk11_mod0_sk1

$spawn = "weapons\wpn_sr25_mk11_mod0_sk1_zoom" ; name and section in level editor description = enc_weapons1_wpn_sr25_mk11_mod0_sk1_zoom inv_name = wpn_sr25_mk11_mod0_sk1_zoom inv_name_short = wpn_sr25_mk11_mod0_sk1_zoom class = WP_BINOC holder_range_modifier = 2.2 inv_weight = 6.2 hud = wpn_sr25_mk11_mod0_sk1_hud

inv_grid_width = 6 inv_grid_height = 2 inv_grid_x = 34 inv_grid_y = 2

cost = 41000

scope_zoom_factor = 8 scope_texture = Arsenal_Mod\crosshairs\scope2

snd_gyro = weapons\binoculars_gyro snd_zoomin = weapons\binoculars_zoomin snd_zoomout = weapons\binoculars_zoomout snd_close = weapons\generic_close

vision_present = false vis_frame_speed = 4 ; ñêîðîñòü, ñ êîòîðîé íàâîäèòñÿ ðàìêà íà öåëü vis_frame_color = 0.7,0.7,0.7,1.0 ; öâåò ðàìêè RGBA (A) Íå ó÷èòûâàåòñÿ found_snd = detectors\DA-2_beep1




Jarvis

Dread pwns me!

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18th July 2006

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#2 10 years ago
Amraam;4803201 ;îòäà÷à cam_relax_speed = 0 ;ñêîðîñòü âîçâðàòà â èñõîäíîå ïîëîæåíèå cam_relax_speed_ai = 120.75 cam_dispersion = 1.5 ;óâåëè÷åíèÿ óãëà (â ãðàäóñàõ) ñ êàæäûì âûñòðåëîì cam_dispersion_inc = 0.3 ;óâåëè÷åíèe cam_dispersion ñ êàæäûì âûñòðåëîì cam_dispertion_frac = 1.0 ;ñòâîë áóäåò ïîäûìàòüñÿ íà cam_dispersion*cam_dispertion_frac +- cam_dispersion*(1-cam_dispertion_frac) cam_max_angle = 10.0 ;ìàêñèìàëüíûé óãîë îòäà÷è cam_max_angle_horz = 3.0 ;(degree) maximum shot horizontal degree cam_step_angle_horz = 0.25 ;(degree) size of step camera moved in horizontal position while shooting

I don't know which one does what, but those are the values you want.




Amraam

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#3 10 years ago

So I should reduce them?




eeeeddd37

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#4 10 years ago

I think reducing the cam settings would work or just find a weapon that has a recoil you like and copy their values over the other values. Just make sure you replace them with the same lines. cam_relax_speed_ai = doesn't show up in my unpacked stalker files. So you will probably have to use settings from the mod. These are the only values you would need to change. cam_relax_speed = 0 ;ñêîðîñòü âîçâðàòà â èñõîäíîå ïîëîæåíèå cam_relax_speed_ai = 120.75 cam_dispersion = 1.5 ;óâåëè÷åíèÿ óãëà (â ãðàäóñàõ) ñ êàæäûì âûñòðåëîì cam_dispersion_inc = 0.3 ;óâåëè÷åíèe cam_dispersion ñ êàæäûì âûñòðåëîì cam_dispertion_frac = 1.0 ;ñòâîë áóäåò ïîäûìàòüñÿ íà cam_dispersion*cam_dispertion_frac +- cam_dispersion*(1-cam_dispertion_frac) cam_max_angle = 10.0 ;ìàêñèìàëüíûé óãîë îòäà÷è cam_max_angle_horz = 3.0 ;(degree) maximum shot horizontal degree cam_step_angle_horz = 0.25 ;(degree) size of step camera moved in horizontal position while shooting




Jarvis

Dread pwns me!

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#5 10 years ago

Sorry, yeah. Reduce those numbers in bold.

Copying values from other weapons is a very good idea, too. Just remember that you won't get the exact same recoil effect, as firing speeds vary between weapons.