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Showing results for tags 'recoil'.
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I played on launch and had EVERY SINGLE shooting range challenge except the final PM (because it was broken) at GOLD. It all got wiped at some point. I'm assuming it was at the intro of seasons. Came back this season and began doing them but came to find that the final challenges for a few of the machine guns and subs are near IMPOSSIBLE to get gold on. I'm pretty good at the game, like, really good according to the angry messages I get but I can't hit those all 10 of those spread out moving targets on Suomi KP/31 final challenge in 10 seconds. I got 10.77 and it's not going down. Please beef up those timers a little bit.
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Dear all, I have followed BI Wiki on recoil but it didn't work. I don't want to use scripts and editor either so, setUnitRecoilCoefficient 3 is not an option for me. Their link is here: https://community.bistudio.com/wiki/cfgRecoils In order to play a bit with the numbers I have created the following config: class cfgRecoils { class recoil_default; class recoil_dgr_rifle : recoil_default { muzzleOuter[] = {0,0,0,0}; muzzleInner[] = {0,0,0,0}; kickBack[] = {0,0}; permanent = 0; temporary = 0; }; }; class CfgWeapons { class arifle_MXC_F; class dgr_Rifle: arifle_MXC_F { baseWeapon = "dgr_Rifle"; _generalMacro = "dgr_Rifle"; recoil = "recoil_dgr_rifle"; recoilProne = "recoil_dgr_rifle"; maxRecoilSway = 0; swayDecaySpeed = 0; }; }; I was expecting no recoil at all but, the rifle still has the original recoil. What is going on?
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Hi guys, A recent development branch update introduced, among the other things, new recoil mechanics. It should significantly improve the unique feeling of every particular weapon when firing. We put a great emphasis on the specific aspects of each weapon in particular to bring you the most authentic shooting experience we could get from mouse and keyboard. As always, every civilized and constructive feedback is indeed very important to us and so we would like to encourage you to discuss your opinions, feelings, expectation and experience with the feature itself and real weapon behavior as well for comparison. We will carefully monitor and process all your feedback to make sure that the feature is properly tuned and optimized for the release of Marksmen DLC. Thanks in advance, and see you at the shooting range.
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Static GMG tips over from recoil
AveryTheKitty posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hiya, I swapped the 20mm GMG used by the Mk32 for a 25mm GMG and now the Mk32 will shake and move, while the raised variant will tip over. Ammo: class G_25mm_HE: G_40mm_HE { hit = 60; indirectHit = 7; indirectHitRange = 5; whistleDist = 18; caliber = 1; class CamShakeExplode { power = "(25*0.2)"; duration = "((round (25^0.5))*0.2 max 0.2)"; frequency = 20; distance = "((4 + 25^0.5)*8)"; }; class CamShakeHit { power = 20; duration = "((round (20^0.25))*0.2 max 0.2)"; frequency = 20; distance = 1; }; soundHit1[] = {"A3\Sounds_F\arsenal\explosives\grenades\Explosion_mini_grenade_01",3.1622777,1,1300}; soundHit2[] = {"A3\Sounds_F\arsenal\explosives\grenades\Explosion_mini_grenade_02",3.1622777,1,1300}; soundHit3[] = {"A3\Sounds_F\arsenal\explosives\grenades\Explosion_mini_grenade_03",3.1622777,1,1300}; soundHit4[] = {"A3\Sounds_F\arsenal\explosives\grenades\Explosion_mini_grenade_04",3.1622777,1,1300}; multiSoundHit[] = {soundHit1,0.25,soundHit2,0.25,soundHit3,0.25,soundHit4,0.25}; }; Weapon: class GMG_25mm: GMG_F { author = $STR_A3_Night515; scope = public; displayName = $STR_A3_GMG_25mm0; magazines[] = { 200Rnd_25mm_G_belt, 36Rnd_25mm_G_belt }; reloadMagazineSound[] = {"A3\Sounds_F\arsenal\weapons_static\Static_GMG\reload_static_GMG",0.8912509,1,20}; class GunClouds{}; class GunParticles { class effect1 { positionName = "usti hlavne3"; directionName = "konec hlavne3"; effectName = GrenadeLauncherCloud; }; }; modes[] = { manual, close, short, medium, far }; class manual: GMG_F { displayName = $STR_A3_GMG_20mm0; aiRateOfFire = 1; sounds[] = {StandardSound}; class StandardSound { begin1[] = {"A3\Sounds_F\arsenal\weapons_static\Static_GMG\GMG_01",1.1220185,1.0,1200}; begin2[] = {"A3\Sounds_F\arsenal\weapons_static\Static_GMG\GMG_02",1.1220185,1.0,1200}; begin3[] = {"A3\Sounds_F\arsenal\weapons_static\Static_GMG\GMG_03",1.1220185,1.0,1200}; soundBegin[] = {begin1,0.33,begin2,0.33,begin3,0.34}; }; reloadTime = 0.24; soundContinuous = false; soundBurst = 0; }; class close: manual { burst = 6; aiRateOfFire = 1; aiRateOfFireDistance = 50; minRange = 8; minRangeProbab = 0.05; midRange = 20; midRangeProbab = 0.7; maxRange = 50; maxRangeProbab = 0.1; showToPlayer = 0; }; class short: close { burst = 5; aiRateOfFire = 2; aiRateOfFireDistance = 300; minRange = 50; minRangeProbab = 0.05; midRange = 150; midRangeProbab = 0.7; maxRange = 300; maxRangeProbab = 0.1; }; class medium: close { burst = 4; aiRateOfFire = 4; aiRateOfFireDistance = 600; minRange = 200; minRangeProbab = 0.05; midRange = 400; midRangeProbab = 0.7; maxRange = 600; maxRangeProbab = 0.1; }; class far: close { burst = 3; aiRateOfFire = 5; aiRateOfFireDistance = 1000; minRange = 400; minRangeProbab = 0.05; midRange = 750; midRangeProbab = 0.4; maxRange = 1000; maxRangeProbab = 0.01; }; }; -
if your kicked or banned will you be able to see the same server you where kicked from on the server list or not? I lost session don't know why then I don't see the that server. did I get kicked or banned?