View Full Version : Block Recoil?
Wilson [29th ID]
06-05-2007, 01:15 PM
I have tried counter-strike plugins that hook CurWeapon and set punchangle to 0,0,0 but they do not seem to work in Day of Defeat - recoil still happens.
Any idea how to block recoil on a weapon completely? Or at least somewhat?
If I can figure out how to do this, I can make any weapon deployable - Thompson, Rifles, Carbine, Greasegun, etc.
TigerMan4
06-06-2007, 10:12 AM
I had found a no-recoil plugin and asked for help making it person specific , not server wide.
and was kinda blown off when I asked.
the thread might still be in the scripting part of the forums.
take a peak..."making a plugin player specific" I think is what it was called.
If its not there..pm me and I`ll send you the code I found.
sparky99
06-07-2007, 09:20 PM
Maybe you should look at some of the OGC source code thats around for hints. I've D/L'd lots of this stuff over time to see if it could help with my bot, you could also look at some bot code as fakemeta brings us closer to metamod coding and C, but its definitley in the hacks code but client side.
Im probably wrong but from what i can guess at is that the recoil is generated from the client dll depending on the weapon but can be corrected (sort of by prediction). The deployable area message is sent from the server so the weapon also needs to know it is deployable in the client dll and adjust the recoil and player movement when it is. (Maybe this is why thier seems to be no unprone or was it no undeploy message, maybe catching the animation sent to the other lients is a key) So if it is client side what you want may not be possible, but again I dont really know what im talking about.
You might be able to somewhat correct the players view/aim using thier last few aiming position when deployed (but only allow the side movement in aiming or allow aiming in a small box/window) in a plugin (somewhere there is a replacement bullet entity plugin for CS that may provide a start) after fireing in the prethink and add your new weapon view, and keep the player movement stop (as if deployed and catch the deploy message to allow movement again). That would simulate a deploy. But now I have no idea what I'm talking about.
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