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View Full Version : [Uscript]RedOrchestra WeaponTweaks(ie:recoil)


alien56
20th October 2007, 07:06
Here is a few useful functions I found in the ROSDK. Direct quote from my other thread in AAO Coding section, This section may be a better place for it or perhaps the General purpose Coding Section?


Most of the Weapon Sway stuff is just overkill, I think It worked it fine with Just the Pitch and Yaw set to 0. I just added all of the rest to make sure Sway was completly removed for Long Distance Sniping(and it is :))
function TweakSettings()
{
local float SwayElasticFactor;
local float SwayDampingFactor;
local int FireMode;
SwayElasticFactor = ROPlayer(ViewportOwner.Actor).SwayElasticFactor;
SwayDampingFactor = ROPlayer(ViewportOwner.Actor).SwayDampingFactor;

if((SwayElasticFactor != 0.0) || (SwayDampingFactor != 0.0))
{
SwayElasticFactor = 0.0;
SwayDampingFactor = 0.0;
}
Switch (FireMode)
{
case 0: Me.Weapon.GotoState('Idle'); break;
case 1: Me.Weapon.GotoState('BusyReloading'); break;
case 2: Me.Weapon.GotoState('BusyFiring'); break;
case 3: Me.Weapon.GotoState('NormalFire'); break;
case 4: Me.Weapon.GotoState('ClientFiring'); break;
default: Me.Weapon.GotoState('Idle'); break;
}

Me.Weapon.PutDownAnimRate = 0;
Me.Weapon.GoToState('BusyReloading');
ROPlayer(ViewportOwner.Actor).LastRecoilTime = 0;
ROPlayer(ViewportOwner.Actor).bSway = false;
ROPlayer(ViewportOwner.Actor).baseSwayYawAcc = 0;
ROPlayer(ViewportOwner.Actor).baseSwayPitchAcc = 0;
ROPlayer(ViewportOwner.Actor).SwayPitch = 0;
ROPlayer(ViewportOwner.Actor).SwayYaw = 0;
ROPlayer(ViewportOwner.Actor).WeaponSwayYawRate = 0;
ROPlayer(ViewportOwner.Actor).WeaponSwayPitchRate = 0;
ROPlayer(ViewportOwner.Actor).SwayTime = 0;
//ROPlayer(ViewportOwner.Actor).SwayCurve = 0;
ROPlayer(ViewportOwner.Actor).SwayClearTime = 0;
ROPlayer(ViewportOwner.Actor).bShowMapOnFirstSpawn = false;
ROPlayer(ViewportOwner.Actor).bCanRespawn = true;
//ROPlayer(ViewportOwner.Actor).ShellShockBlur = 0;
ROPlayer(ViewportOwner.Actor).bHudLocksPlayerRotat ion = false;

}