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Recoil Fix


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Plugin Info:     Modification:   Counter-Strike        Category:   Technical/Development       
MPNumB
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Join Date: Feb 2007
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Old 01-03-2013 , 08:57   Recoil Fix
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Description:
Have you ever watched someone play while being dead, and questioned yourself, why their bullets go directly into the middle of the crosshair when they are spraying like hell, while your go way above the crosshair? Well, I did, and found the answer. While you are spectating someone, you see their middle of the screen twice higher than they do (you see twice the recoil they actually do). Well, this plugin has many features, one of which is making you see the exact the same recoil, the spectated person has.


Requires:
FakeMeta
HamSandWich


Cvars:

* "recoil_fix" - state of the plugin.
- "0" - disabled.
- "1" - fix visual recoil for dead (make dead see what alive normally do). [default]
- "2" - fix visual recoil for alive (make alive see what dead normally do).
- "3" - the way it's meant to be (see additional info).


Additional info:
Tested in Counter-Strike 1.6 with amxmodx 1.8.2 (dev build hg20). Setting "recoil_fix" cvar to "3" or above, will change the actual recoil. It will make it twice smaller, therefor all spread bullets will go close to the crosshair (not extremely above it, as you are used to). This is the way it was intended to be in the first place long long time ago. It will also change visual recoil for dead. However I do not recommend setting the cvar to anything but "1", cause... Well "3" or above is changing the actual gameplay, and people can get confused why their bullets are going not as high as expected (they would actually go fairly near the corsshair), and "2" can also confuse people, why their recoil is twice stronger than expected, while actually it's the same (only visual location of crosshair changes).


Notes:
Just imagine the amount of the people who got falsely blamed and banned for using no-recoil script or some other cheat... I had this plugin idea for quite some time, and people tried to convince me that it has nothing to do with that... Well, I looked into it, and even some no-recoil scripts - I laughed, seriously, those things do nothing but make the game harder, at least in my opinion.


Warnings:
Some bots may have a few issues with this plugin, cause by default they may be having a twice lower recoil already (for example Potti - a controllable fakeplayer plugin/bot). So, having "recoil_fix" set to "1" may have an effect of no recoil for the dead person watching the alive bot. Setting it to "2", should have no effect on bots at all. Setting it to "3" or above, may cause issues of bots having no recoil what so ever.


Change-Log:

* 1.0
- First release.
Attached Files
File Type: sma Get Plugin or Get Source (recoil_fix.sma - 3696 views - 11.8 KB)
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Last edited by MPNumB; 01-03-2013 at 08:58.
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bibu
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Old 01-03-2013 , 11:59   Re: Recoil Fix
Reply With Quote #2

Quote:
Originally Posted by MPNumB View Post
Description:
While you are spectating someone, you see their middle of the screen twice higher than they do (you see twice the recoil they actually do)
Where did you get this information?
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MPNumB
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Old 01-03-2013 , 19:19   Re: Recoil Fix
Reply With Quote #3

Quote:
Originally Posted by bibu View Post
Where did you get this information?
Observations, and later tests to confirm or disprove it. Well, it got confirmed.
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XINLEI
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Old 01-04-2013 , 10:44   Re: Recoil Fix
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Isn't the same thing cl_lw 0?
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MPNumB
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Old 01-04-2013 , 10:48   Re: Recoil Fix
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Quote:
Originally Posted by XINLEI View Post
Isn't the same thing cl_lw 0?
Nope.
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Mofforg
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Old 01-04-2013 , 20:58   Re: Recoil Fix
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MPNumB, isn't it an updated version of your 'Accuracy fix'??
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MPNumB
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Old 01-04-2013 , 23:05   Re: Recoil Fix
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Quote:
Originally Posted by Mofforg View Post
MPNumB, isn't it an updated version of your 'Accuracy fix'??
No. Accuracy fix fixes the bullet trajectory calculation (how much off from recoil it should go). Recoil is how much kick out of the gun you get - how much up/left/right your screen goes *0.5 of what's actually happening. And this plugin fixes that *0.5 glitch in various ways (depends what you set cvar to). In 1 or 2, it's only visual effect. In case 3 It will actually force the actual bullet trajectory to be 0.5 of the recoil, making bullets go not somewhere above crosshair, but fairly near to it.

For example, if Accuracy Fix plugin, would always give the perfect accuracy, and recoil_fix cvar would be set to 3, than all your bullets would always go in the middle of the crosshair. If accuracy fix would always give perfect accuracy and recoil_fix would would would be set to 2, than you'd see double-size recoil, but all your bullets would still go in the middle of crosshair. But since accuracy fix, fixes the glitch in calculation, and doesn't give perfect accuracy when spraying, bullets would go near the crosshair, but not perfectly in the middle of it, when spraying.

I hope you 2 understand now, that there are 2 things going on, when spraying. The punch angle - your screen angle changes (and by default for dead it's twice the much as for alive), and spread - the more you spray, the larger the area around the bullet will go from the punch angle.

I know, it's hard to explain... Imagine this... You are standing with ak47, you'r angle was 0vertical and 0horizontal. Now you were spraying a bit. Your angle changed to 5vertical and 2horizontal, and at this point you shoot a bullet. Now this bullet should go at 10vertical and 4horizontal (double what you normally see), but it's not the end of it.. Since you were spraying, you'r spread has a high value as well, so now you'r bullet will go lets say 1 angle in any direction from 10vertical and 4horizontal. Understood the difference between recoil and spread?

So, for dead, they see 10vertical and 4horizontal, when alive see 5vertical, and 2horizontal. This plugin when "recoil_fix" is set to 1, will make dead see 5vertical and 2horizontal (just the same as alive normally do). When it's set to 2, alive will see 10vertical and 4horizonta, instead of 5vertical and 2horizontal (just as dead normally do). When it's 3, dead will see 5vertical and 2horizontal (just as alive normally do), while bullet trajectory without spread offset will also be 5vertical and 2horizontal (not 10vertical and 4horizontal). I hope this makes it clear, and I wont have to draw it.
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Mofforg
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Old 01-05-2013 , 00:40   Re: Recoil Fix
Reply With Quote #8

Thx for long story
Not much to be really understandable. My main aim is to balance between CPU load to server and comfortable game.

So i have to ask you. I need player's to stay comfortable (when they shoot - it should goes to the right direction) and truly (what they see - should be real) but with that i want CPU load stays at minimum level. Now on CentOS 5.8 i have 20% CPU load for 32/32 with many tweaks. It looks like that accuracy fix can make many load to the server (i just looked at code) and this fix (recoil fix) should make less load either with 1 or 3 cvar value.

What do you advice me to use? Accuracy fix && Recoil fix && both && none?
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MPNumB
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Old 01-06-2013 , 12:30   Re: Recoil Fix
Reply With Quote #9

Accuracy Fix (you can't make it use even less resources than what it does now). And recoil_fix with set to 1.
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Mofforg
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Old 01-08-2013 , 20:31   Re: Recoil Fix
Reply With Quote #10

Quote:
Originally Posted by MPNumB View Post
Accuracy Fix (you can't make it use even less resources than what it does now). And recoil_fix with set to 1.
How much resources of CPU, by your opinion, it should (can?) use summary?
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