JKGDevs / JediKnightGalaxies

Jedi Knight Galaxies (JKG) is a multiplayer shooter with role playing elements, played out in the Star Wars universe. The project is a full conversion game modification for Jedi Knight: Jedi Academy.
https://www.jkgalaxies.net/
GNU General Public License v2.0
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Recoil does not return weapon to previous aiming location #219

Open Silverfang22 opened 7 years ago

Silverfang22 commented 7 years ago

There should be new fields in the .wpn files of how long it takes to aim to new aiming height and how long it takes to return to original aiming location

Possibly different for horizontal and vertical

DarthFutuza commented 7 years ago

Are you sure it should? In my opinion, recoil should force the user to have to reorient their crosshairs to where they're wanting to aim, requires more work and skill I think in compensating for recoil. Maybe I'm misunderstanding what you want though.

ensiform commented 7 years ago

Well to me @DarthFutuza, that sounds like adding artificial "skill" for the sake of it rather than making something that everyone can enjoy. Most people are used to recoil being some sort of temporary thing especially if you stop firing more or less?

DarthFutuza commented 7 years ago

@ensiform well it stops moving your cross hairs once you stop firing, it just doesn't automatically revert the cross hair location to the original position. I find that both unnatural and intuitive when your cursor/cross hair moves on its own when taking no action. Plus the current mechanic has been in JKG for 2+ years so changing it now is a big change to the way the game works.

ensiform commented 7 years ago

But if you want to draw in crowds of more than the 3 players you have now...

ghost commented 7 years ago

Yeah have a look at how call of duty returns the sights. It's very intuitive.

On Jan 13, 2017 2:17 AM, "Ensiform" notifications@github.com wrote:

But if you want to draw in crowds of more than the 3 players you have now...

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Silverfang22 commented 7 years ago

Besides, you can compensate for the recoil before it returns if you're rapidly firing, then when you stop firing you have to compensate for the weapon suddenly not recoiling anymore, it's more realistic in the end.

ghost commented 7 years ago

I can't recall but perhaps an exponential 'snap' to the old yaw angle the closer you put the gun back to it would alleviate the post firing 'anti recoil' but tbh I don't think it's a big deal and I'm tempted to agree with dang about the realism. I gotta go play that cod game or something similar to confirm, but I do remember that it was particularly fluid and felt right.

On Jan 14, 2017 12:57 PM, "Silverfang22" notifications@github.com wrote:

Besides, you can compensate for the recoil before it returns if you're rapidly firing, then when you stop firing you have to compensate for the weapon suddenly not recoiling anymore, it's more realistic in the end.

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