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Post by joepagano on Jan 26, 2009 17:16:27 GMT -5
Just a few quick questions, bro.
What is center speed measured in? I was curious as at first I figured miliseconds, but realized that can't be the case - a 1500 on some guns would mean over a full second for the gun to be brought back to its resting position, and some guns can fire over 10 rounds a second.
On a related note, when you say the camera in center speed, the animation of the gun kicking isn't involved at all, correct? As that's simply an illusion?
Also, I was a little confused when you said kick is random, but focuses on the average. Most guns seem to have an equal amount on the left and right, and a greater amount on the top than on the bottom. That would imply that the majority of the time the gun simply moves up a small amount, but it could kick to either side to a relatively large amount, or even kick down? Also, to what extent does the kick focus around the average?
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Den
He's That Guy
Posts: 4,294,967,295
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Post by Den on Jan 26, 2009 19:02:25 GMT -5
"ViewKickCenterSpeed", only ViewKick is affected. As to the "speed" it is measured, I'm not certain. The developer file simply describes it as "Speed with which the view continuously attempts to recenter." CenterSpeed is probably measured in inches per second (given the values, the weapons are only moving a mile to two miles an hour max on their recovery). The weapon peaks and recovers smoothly, so view is probably not getting near the maximum speed for its recovery unless exceptionally far from the center, such as with a scoped rifle (but higher CenterSpeeds will cause it to recover faster).
GunKick does affect the weapon, but every weapon in COD4 and WaW has an extremely low GunKick - the gun recovers before even the fastest of weapons can take another shot; the variables only exist to give a stronger visual effect of a recoiling weapon.
There are generic variables used to determine random directions, as well as ones that will cause the weapon to continue to kick in the same direction it started going towards. It focuses on the average as the initial direction it will go, as a way to prevent the weapon instantly kicking nine degrees upward or however much as well as not having it go downwards if the pitch is lesser in that direction.
Basically, kick is random in the area, but will almost always go in the direction of the higher numbers.
Something like that.
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Post by joepagano on Jan 27, 2009 14:05:48 GMT -5
Thanks for the clarifications bro =D
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