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4 years ago
@Neovisi0n BF doesn't have recoil patterns. It uses a rand() min and max for vertical and horizontal. So each shot fired actually has random recoil.
What you really have a problem with is "deviation".
What you really have a problem with is "deviation".
- 4 years ago@Rev0verDrive Yes, if you read through the thread I noted that I should change the title to spread instead of recoil.
- 4 years ago
Projectiles should:
- Spawn at muzzle tip
- Have a trajectory aligned with center screen (reticle position)
- Have a Near Zero. Long range weapons (SR's) should have a near and far zero.
Thus, at spawn time the projectiles trajectory is based on where the reticle is. Velocity (x,y,z) is determined by the intersect point of a line trace from camera + forward vector (n meters forward [near zero]) and the look at rotation of the muzzle socket to the trace hit/end.
Deviation and Spread should only apply to shotguns which spawn multiple projectiles in a loop. All other projectile weapons should solely rely on recoil mechanics. Recoil multipliers based on movement speed and stance. You can also use aim sway and character animations as additional accuracy modifiers. But the projectile should always have an intersect with the line trace hit/end point.
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