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 filemovement dependent accuracy: shown by the size of the crosshair