Antirecoil with time delay (beta)

GPC2 script programming for Titan Two. Code examples, questions, requests.

Re: Antirecoil with time delay (beta)

Postby monty34 » Mon Jul 17, 2017 5:23 am

@ antithesis
I agree, this could be a good thing for games like Division where the recoil is more time depending.

Could you share your XIM4 script for Anti-Recoil with me? I currently try to figure out what is the best one for mice use.
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Re: Antirecoil with time delay (beta)

Postby sky418 » Mon Jul 17, 2017 7:50 am

It was only an example (if you can see - BETA), now it's in progress, wait some time.
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Re: Antirecoil with time delay (beta)

Postby Scachi » Thu Jul 20, 2017 7:09 am

I have added a github entry for a request of a new control type "graph" that may help a lot for complex anti recoil configurations.
Not sure if this is possible at all, maybe someone else has a better idea for stuff like that.

https://github.com/J2Kbr/GtunerIV/issues/162
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Re: Antirecoil with time delay (beta)

Postby bonefisher » Thu Jul 20, 2017 8:17 am

Scachi wrote:I have added a github entry for a request of a new control type "graph" that may help a lot for complex anti recoil configurations.
Not sure if this is possible at all, maybe someone else has a better idea for stuff like that.

https://github.com/J2Kbr/GtunerIV/issues/162

this would be really great with a bunch of options how it handles and put it as a input translator! :smile0517:
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Re: Antirecoil with time delay (beta)

Postby jayjack » Wed Aug 30, 2017 5:15 pm

Does this do what I want?

When firing semiautomatic shotguns, we usually have a low ROF and high recoil.
Instead of an AR script pulling down on the stick with an adjustable force, can we get maximum down-stick for an adjustable time?
I want to fire my shotgun then get max AR for set time to level the gun.
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Re: Antirecoil with time delay (beta)

Postby antithesis » Thu Aug 31, 2017 10:57 pm

You can kind of do that now by pushing anti-recoil through the rapid-fire combo so that it only applies to the wait after the first shoot call instead of the shoot button hold. Then adjust that wait value to manipulate the time of anti-recoil.

I do that for auto-burst and semi-burst fire mods so anti-recoil is timed to match shoot times rather than the randomness of a button press. It's really easy to separate regular rapid-fire and anti-recoil from combined rapid-fire and anti-recoil using a toggle or Interactive Config setting, so both anti-recoil modes can co-exist.

I think that's going to help more in your use-case than timed anti-recoil which applies to the length of the button hold, which is better suited to controlling automatic weapons. However, a timer could reset anti-recoil every XXXXms to the initial value to do what you want. Pushing timed anti-recoil through rapid-fire should do the same thing and would make for some interesting results as it would probably be smoother and create less saw-tooth effect for semi-auto weapons.
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Re: Antirecoil with time delay (beta)

Postby sky418 » Thu Sep 07, 2017 8:42 am

Looks like PRE.
Rebuild, add all new antirecoil fiches.
Fixes in pre 1.08
    Fixed recoil when duration time is too long and Vol MAX match more then Vol MIN.
    Fixed recoil when First Vol is more then Second.
    Fixed recoil in any count of duration time.
    Fixed all known for me bugs.
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