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gunplay: recoil + aim-down-sights + spread
Posted: Sat Jan 02, 2016 4:17 pm UTC
by vitamins
Hi,
i decided to add some gunplay features found in newer fps to unvanquished:
- aim down sights
- recoil
- movement dependent accuracy/spread
You can find the code on github here:
https://github.com/vitamins/Unvanquishe ... ts/gunplay
What i have done is based on the branch weapons/recoil by enneract, but extends well beyond that.
Please try it out and comment. How does the reocil feel to you? etc.
Also would be great if someone more experienced with the engine looked through the code i wrote.
Some screenshots, first aim-down-sights with the SMG, recoil pattern when firing constantly (middle) and when burst firing (right).
Very high spread while sprinting (this can definitely look better with another crosshair)
Low spread while crouched
Some more details:
aim-down-sights : Increased accuracy <-> decreased cone of fire/spread, but also decreases movement speed by 0.5
to activate aim-down-sights press the zoom button / right mouse button on the smg
possibility of ads is configured in weapon .cfg file
recoil: upwards, and randomly left or right, returns with constant speed to starting point after the refire time has passed without firing again
-- makes burst firing more accurate, see first screenshot
-- you can compensate the upwards recoil by dragging the mouse down
-- single shot accuracy is very high, depends only on movement state/spread
-- recoil can be configured in weapon .cfg file
movement dependent accuracy: shown by the size of the crosshair
Re: gunplay: recoil + aim-down-sights + spread
Posted: Sat Jan 02, 2016 7:33 pm UTC
by kharnov
Hey, wow! Nice job you've done on this!
Any chance you could make a video of it, so that I could show everyone on the team?
By the way, you're more than welcome to drop by our development channel. It's #unvanquished-dev on Freenode.
Re: gunplay: recoil + aim-down-sights + spread
Posted: Sat Jan 02, 2016 9:17 pm UTC
by Ishq
Nice changes. Will be interesting to see how it affects fighting dynamics! You can check this btw by adding a bot with '/bot add <bot name> <humans|aliens>'
Re: gunplay: recoil + aim-down-sights + spread
Posted: Sun Jan 03, 2016 5:46 am UTC
by poVoq
Can this please be included in the main game? Pretty please?
Re: gunplay: recoil + aim-down-sights + spread
Posted: Sun Jan 03, 2016 6:06 pm UTC
by Caesar
poVoq wrote:Can this please be included in the main game? Pretty please?
I agree. It would be cool in a sense that it wouldn't be RNG entirely though. If it has recoil it should be learnable. The spread while running is cool too. I like all of these and it is why I am a CS enthusiast. These additions will increase the skill ceiling ten fold which is awesome.
Re: gunplay: recoil + aim-down-sights + spread
Posted: Mon Jan 04, 2016 3:57 am UTC
by Ishq
Certainly affect the skill ceiling. Will make conventional dodging much more difficult limiting battles between aliens and humans to be more about numbers than movement. Would be interesting to test during a devgame. If you get on IRC vitamins, we can probably discuss how we can test your change.
Re: gunplay: recoil + aim-down-sights + spread
Posted: Tue Jan 05, 2016 3:38 am UTC
by vitamins
Added a bloom per shot mechanic that increases spread with every subsequent shot.
I have set weapon configurations for SMG and LAS gun that i believe will work well, so those two are ready for testing.
Regarding the comments about dodging, the SMG is configured to have a very good accuracy without using the aim-down-sights mechanic slowing you down, so moving while firing should work if you have the SMG equipped.
Send me a message about which time you are on IRC.
Re: gunplay: recoil + aim-down-sights + spread
Posted: Tue Jan 05, 2016 8:25 am UTC
by Ishq
I'm generally online from 11AM - 2 AM (I may be gone for an hour or so in between at varying times) GMT-8.
Re: gunplay: recoil + aim-down-sights + spread
Posted: Tue Jan 05, 2016 12:25 pm UTC
by vitamins
Re: gunplay: recoil + aim-down-sights + spread
Posted: Wed Jan 06, 2016 6:04 pm UTC
by Comet_
Holy cow this was crazy unexpected but really cool! For those of you who have tried it out, since this is an asymmetrically applied change, my main question would be as to how this change affects early game play (Dretch v Rifle). Will this make the Dretch too strong at the moment? Maybe a dretch health nerf with the change is due if it were to be implemented...
Also, I feel like the current spread of the shotgun -in Alpha 47 build - is already very powerful and has many of our loyal players down in the dumps about how efficient it is cost-wise. Perhaps make the spread it has right now the "down-sight spread" so to speak and then nerf the accuracy heavily from "hip-fire".
Just some initial thoughts I wanted to bring up. Gonna try to test this change out and edit this post if I have anything further I want to discuss. Either way, like I said earlier, this was super unexpected and very, very interesting.