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Recoil - Tweak launcher recoil to be more realistic (#9528)
* First pass at RPG recoil tweaks * Crank up camera shake when using launcher --------- Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>
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@ -332,16 +332,17 @@ class CfgRecoils {
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class recoil_rpg: recoil_default {
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class recoil_rpg: recoil_default {
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muzzleOuter[] = {
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muzzleOuter[] = {
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2*MUZZLERIGHT_POS,
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0.0*MUZZLERIGHT_POS,
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3*MUZZLECLIMB_POS,
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0.1*MUZZLECLIMB_POS,
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1*MUZZLERIGHT_MAG,
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0.3*MUZZLERIGHT_MAG,
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0.5*MUZZLECLIMB_MAG
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0.5*MUZZLECLIMB_MAG
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};
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};
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kickBack[] = {
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kickBack[] = {
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0.08*KICKBACK,
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0.0*KICKBACK,
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0.1*KICKBACK
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0.08*KICKBACK
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};
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};
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temporary = 0.1*MUZZLETEMP;
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permanent = 1.0*MUZZLEPERM;
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temporary = 0.05*MUZZLETEMP;
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};
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};
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class recoil_nlaw: recoil_default {
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class recoil_nlaw: recoil_default {
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@ -61,6 +61,9 @@ private _powerCoef = RECOIL_COEF * linearConversion [0, 1, random 1, _recoil sel
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if (isWeaponRested _unit) then {_powerMod = _powerMod - 0.07};
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if (isWeaponRested _unit) then {_powerMod = _powerMod - 0.07};
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if (isWeaponDeployed _unit) then {_powerMod = _powerMod - 0.11};
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if (isWeaponDeployed _unit) then {_powerMod = _powerMod - 0.11};
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if (_weapon isEqualTo secondaryWeapon _unit) then {
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_powerCoef = _powerCoef + 25.0;
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};
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private _camshake = [
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private _camshake = [
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_powerCoef * (BASE_POWER + _powerMod) max 0,
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_powerCoef * (BASE_POWER + _powerMod) max 0,
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