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how do you lower gun recoil?


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Rolnaaba
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Join Date: May 2006
Old 05-21-2006 , 22:58   how do you lower gun recoil?
Reply With Quote #1

I am making a plugin that makes the AK more powerfull, but I am at a loss when it comes to the comand for lowering recoil lol any one able to post some small that would demonstrate how to lower the recoil of a gun on Counter-Strike?
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Hawk552
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Join Date: Aug 2005
Old 05-21-2006 , 23:00  
Reply With Quote #2

You can try this:

Code:
entity_set_vector(id,EV_VEC_punchangle,Float:{0.0,0.0,0.0})

Or whatever to suit your needs. I've heard that reduces recoil, but I'm not sure.

You should run that in something like client_PreThink.
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Rolnaaba
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Old 05-21-2006 , 23:09  
Reply With Quote #3

ok I will try that in a prethink ty if anyone else has any other ideas...or knows for sure plz do not hesitate to post lol
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Peli
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Location: San Diego, CA
Old 05-21-2006 , 23:13  
Reply With Quote #4

try looking here.
http://forums.alliedmods.net/showthread.php?t=19607
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DarkSnow
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Join Date: Oct 2005
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Old 05-22-2006 , 00:37  
Reply With Quote #5

To my knowlege the punchangle is only a visual effect that alters the players viewport at z-axis that returns back to zero, while the "real" aim is not affected (if punchangle works the same way in hl as in q)
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jtp10181
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Location: Madison, WI
Old 05-22-2006 , 06:40  
Reply With Quote #6

http://forums.alliedmods.net/showthr...p?t=34292+zero
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v3x
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Join Date: Oct 2004
Location: US
Old 05-22-2006 , 14:18  
Reply With Quote #7

Code:
#include <amxmodx> #include <fakemeta> #include <engine_const> public plugin_init() {   register_plugin("No recoil sample" , "0.1" , "v3x");   register_forward(FM_PlayerPreThink , "fm_PreThink"); } new bool:norecoil[33]; public client_putinserver(id)   norecoil[id] = false; public fm_PreThink(id) {   if(!is_user_alive(id) || !norecoil[id])     return FMRES_IGNORED;   if(pev(id , pev_button) & IN_ATTACK)      pev(id , pev_punchangle , Float:{0.0,0.0,0.0});   return FMRES_IGNORED; }
Something like that.
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Rolnaaba
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Join Date: May 2006
Old 05-22-2006 , 20:51  
Reply With Quote #8

kk ty I have added it to my scripts and will test it later
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v3x
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Old 05-23-2006 , 14:23  
Reply With Quote #9

Post updated. It now uses Fakemeta instead of Engine.

Note: If you want to set recoil on a person you need to set it to true on the player's index:
Code:
norecoil[id] = true;
Set to false to take it off.
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What am I doing these days? Well, I run my own Rust server. It's heavily modded. If you'd like to join, the ip is 167.114.101.67:28116

I also created a website called Rust Tools. It will calculate and tell you the raw amounts of resources needed to craft items.
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Hawk552
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Join Date: Aug 2005
Old 05-23-2006 , 20:04  
Reply With Quote #10

Quote:
Originally Posted by v3x
Post updated. It now uses Fakemeta instead of Engine.

Note: If you want to set recoil on a person you need to set it to true on the player's index:
Code:
norecoil[id] = true;
Set to false to take it off.
Why did you declare the global var after the plugin_init function?

It's really bad for readability.
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