Just a bit of note from someone who has been goofing around with UnrealScript since Unreal (the SP game):
The bullets don't come out of the barrel. They don't even come out relative to the barrel (unless you go out of your way to make it look like this happens). They come out of a vector that is defined relative to the player. Hell, the gun you see in first-person view and the gun you see in third person view are completely different (unless you go out of your way to change this, and I am not even sure if it would be possible to without access to the actual source code).
That is why it doesn't matter how your gun sways, the bullet will still be aimed at the (lack of) crosshairs in the center of the screen. This is true of most engines (I think that whatever Operation Flashpoint uses might be one of the only engines to define the vector relative to the gun), which is why fire-cones are so popular. Theoretically, it allows the player to assume there is recoil or a swaying barrel. In practice, it makes it look like the SAS and Delta Force being incapable of hitting a stationary target at five meters.
If you really do want this, you would probably need to find a way to calculate the current "sway", and then alter the vector the bullets come out of accordingly. Just, keep in mind that unless Tripwire already laid the framework for this, it will be annoying as hell.
The bullets don't come out of the barrel. They don't even come out relative to the barrel (unless you go out of your way to make it look like this happens). They come out of a vector that is defined relative to the player. Hell, the gun you see in first-person view and the gun you see in third person view are completely different (unless you go out of your way to change this, and I am not even sure if it would be possible to without access to the actual source code).
That is why it doesn't matter how your gun sways, the bullet will still be aimed at the (lack of) crosshairs in the center of the screen. This is true of most engines (I think that whatever Operation Flashpoint uses might be one of the only engines to define the vector relative to the gun), which is why fire-cones are so popular. Theoretically, it allows the player to assume there is recoil or a swaying barrel. In practice, it makes it look like the SAS and Delta Force being incapable of hitting a stationary target at five meters.
If you really do want this, you would probably need to find a way to calculate the current "sway", and then alter the vector the bullets come out of accordingly. Just, keep in mind that unless Tripwire already laid the framework for this, it will be annoying as hell.
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