[Req] Realistic Recoil

Post » Tue Jun 01, 2010 2:40 pm

Probably already bounced around a bit, but cannot find a topic using our rubbish search function.

This game could seriously use a realistic recoil modification. As it is, each shot fired flies off in some random direction. You're no more accurate if you fire in 1-shot intervals, bursts, or fully automatic.

I'm anticipating a "Fallout 3 is an RPG first!" response or two, but to each his own.
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Ria dell
 
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Post » Tue Jun 01, 2010 12:07 pm

fallout 3 is an RPG first!

...

it would be nice, but could possibly take some serious modding for a minor fix

or it could not be hard at all, im not even sure on how you would do it, but it doesn't seem like something that would be a quick and easy fix
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Tasha Clifford
 
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Post » Tue Jun 01, 2010 2:29 pm

I think that this could be done.

If we can see that the player is holding down his attack key, then we can lower his related weapon skill by x amount per second and instantly return it to normal y points per second when the button is not held. This may require a change to the damage calculations, but I know for a fact that Xodarap777 has made a mod that makes it so that the player character's skill with a weapon does not effect the amount of damage it does.

Once the GECK comes out, I should be able to do this in a one night.
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gandalf
 
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Post » Tue Jun 01, 2010 8:45 am

Anyone else notice Bethesda forgot to include recoil to the scoped .44, when I was scoped in on a target and fired the screen stayed perfectly still.
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Big mike
 
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Post » Tue Jun 01, 2010 6:52 am

Anyone else notice Bethesda forgot to include recoil to the scoped .44, when I was scoped in on a target and fired the screen stayed perfectly still.


Yeah, I've noticed this too. Maybe they did it to have it compete with the sniper, otherwise they would have fixed it in a patch. I dunno. :shrug:
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Jade Barnes-Mackey
 
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Post » Tue Jun 01, 2010 12:31 pm

it IS the pistol users sniper rifle, and since there are feats relating to pistols and others to rifles, maybe the felt the need to have something comparable
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Jonathan Montero
 
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Post » Tue Jun 01, 2010 4:20 am

Let's revisit this. Still possible wiz0floyd?
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Justin
 
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Post » Tue Jun 01, 2010 7:17 pm

Playing around with weapons last night, I think whomever approaches this can make it happen by adjusting a weapon's spread value, and if possible, the player's viewing angle. For instance, for every shot fired, viewing angle is increased by 1 degree and spread is increased by 0.2. When the fire button is released, the spread is reduced back to its base value, but the angle should remain.

I think adjusting the player's viewing angle per shot is key to creating that sense of recoil.
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James Rhead
 
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Post » Tue Jun 01, 2010 7:22 pm

To implement this behavior we basicly need 2 functionalities, a relable way to to detect the players weapon beeing fired and an way to modify the FOW.
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xxLindsAffec
 
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Post » Tue Jun 01, 2010 8:14 am

you can change the current spread value using an Entry Point perk with the Calculate Gun Spread function, don't even need FOSE for that (and better if you use the Perk method as the FOSE method affects all guns, or requires cloneforming, it's messy).

But yes, you could make it so that spread increases as an automatic weapon is held down so that burst/singleshot actually matters.

edit:
Detecting firing is easy, just use GetAnimAction.
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Katey Meyer
 
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Post » Tue Jun 01, 2010 2:30 pm

you can change the current spread value using an Entry Point perk with the Calculate Gun Spread function, don't even need FOSE for that (and better if you use the Perk method as the FOSE method affects all guns, or requires cloneforming, it's messy).

But yes, you could make it so that spread increases as an automatic weapon is held down so that burst/singleshot actually matters.

edit:
Detecting firing is easy, just use GetAnimAction.


this thread has been long dead but im sure im not the only one who would like to see this
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Daniel Holgate
 
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Post » Tue Jun 01, 2010 8:29 am

Then make it. There's enough info in the thread to do so without much difficulty.
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Christine Pane
 
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