Ravenfield

Ravenfield

Universal Recoil [EA 27]
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Update: 30 Aug, 2023 @ 12:21pm

Fixed compatibility issues with a few popular mods. I might be able to make a more global fix in the future, but I can't guarantee anything.

Respawning will no longer reset vanilla recoil stats to their default values.

Update: 13 Aug, 2023 @ 4:14pm

Repaired compatability with EA26. If future builds require me to update unity, this will unfortunately have to be removed.

Update: 12 Aug, 2023 @ 9:15pm

Fixed a bug that arose from fixing the typo

Update: 12 Aug, 2023 @ 9:13pm

Fixed a typo

Update: 12 Aug, 2023 @ 8:51pm

Lots of changes to cover here!

Fixed an issue where some weapons were not receiving recoil stats after EA27.

Weighted horizontal recoil to pull left and right more consistently. This should reduce instances where weapons with low stability will occasionally be very accurate due to random chance.

Added 2 new recoil profiles: Auto Sniper and Hand Cannon.
Previously, all marksman rifles were grouped into the same profile, which made it awkward to generate proper stats. They have been split into Semi-Auto Rifles and Auto Snipers. Compared to the previous update, weaker marksman rifles that rely on landing followup shots will have massively reduced recoil, while more powerful ones will get more. Handguns and Hand Cannons have gotten the same treatment.

Added a new mechanic: zoom based recoil reduction.
A scalar is applied to recoil while aiming that reduces recoil based on how far the weapon zooms in. This change is targeting weapons like the Signal DMR, whose high zoom and high recoil made them nigh unusable. It is also very noticeable on bolt action snipers, which are now more likely to stay near the target after firing. This mechanic can be disabled by setting its strength to 0 in the configuration.

Update: 18 Sep, 2022 @ 2:56pm

Major tweaks, there was an issue that caused almost every weapon in the game to be identified as an auto rifle. Whoops. Lots of weapons will feel different, here's a general overview on how they changed.

DMRs got more recoil across the board, snipers have much less recoil.

Pistols and PDWs have more recoil.

ARs had some slight changes to make them more consistent.

Weapons with high fire rates now sway more than weapons with slow fire rates.



Also patched an issue that caused strange behaviors with subweapons.

Update: 7 Jun, 2022 @ 11:48am

this is just the last patch again, pay no attention

Update: 7 Jun, 2022 @ 11:40am

Added missing generation option for AutoCannons (HMG and a few workshop weapons that fire explosive projectiles)

Update: 9 May, 2022 @ 11:00pm

Added crouching and prone recoil reduction.

"Vanilla Recoil Strength" now applies to weapon snap.

New visual recoil system, weapons will push back and rock left to right. These properties can be tweaked individually in the mutator config. Setting either to 0 will disable this portion of the script entirely and allow for compatibility with certain mods like Jake's gun tuck.

Marksman rifles will receive higher minimum recoil and lower maximum recoil. This might help with snipers that recoiled too violently.

Increased shotgun recoil across the board. Also shrunk the gap between fast-firing and slow-firing shotgun recoil.

Reworked recoil stability loss. Weapons will now achieve maximum horizontal recoil after 20 shots or 1/3 of the magazine have been fired, whichever happens first. Horizontal recoil will begin to reset after 0.17 or (1.5 X weapon cooldown) seconds have passed, whichever happens last. This should prevent weapons with 0 cooldown from instantly resetting recoil while still allowing slow-firing weapons to experience random recoil.

Un-stupided a lot of code. This might result in some things not working the way they did before. Let me know if things feel worse, especially those of you who like to tweak the config settings.

Update: 4 May, 2022 @ 8:20pm

Fixed an issue that caused custom values to be ignored on weapons that use multiple data containers.

Weapons will no longer break when exiting a ladder.

Added two new configuration options to exclude individual weapons and entire tags from the mutator's effects.