Feedback Required EXP v1.9 - Weapon Movement & Balancing

Discussion in 'Experimental Features Discussion' started by Hummel-o-War, Nov 23, 2022.

  1. Hummel-o-War

    Hummel-o-War Administrator Staff Member Community Manager

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    Gunplay / Rebalancings
    - Added bullet spread to Zirax troops & Cyborg NPC's

    - Added Procedural Weapon movements to weapons & tools in 1st person view. Models can now recoil, sway & move down when sprinting.

    We have also added some new settings in the ItemsConfig.ecf for control over PWM to allow players or content creators to make adjustments & console command to use in game.
    How to use:
    Add these new settings to any weapon or tool in the ItemsConfig.ecf to override the default settings for PWM:
    Code:
      { Child 6
       Class: Movements
       StandingLocation: "0.0, 0.0, 0.0"
       StandingRotation: "0.0, 0.0, 0.0"
       AimingLocation: "0.0, 0.0, 0.0"
       AimingRotation: "0.0, 0.0, 0.0"
       RunningLocation: "0.0, 0.0, 0.0"
       RunningRotation: "0.0, 0.0, 0.0"
       CrouchingLocation: "0.0, 0.0, 0.0"
       CrouchingRotation: "0.0, 0.0, 0.0"
       RecoilLocation: "0.0, 0.0, 0.0"
       RecoilRotation: "0.0, 0.0, 0.0"
       WalkMovement: "0.0"
       RunMovement: "0.0"
      }
    
    Then when in a save game, equip the weapons or tools you have set this up for and use this command "lpf movements" to activate the GUI to modify settings.
    When you have found the values you think work for the weapon/tool, manually place the values for each setting into the ItemsConfig.ecf then save the file when done (use the command in game again when you are finished before exiting the save).
    See { +Item Id: 16, Name: LaserRifle in the ItemsConfig.ecf for example.
     
    #1
  2. Myrmidon

    Myrmidon Rear Admiral

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    I think that Assigning TAB as always run should be feasible. I can assign the key but it does not work. Is it a bug or intentionally not working?
     
    #2
  3. Stampy

    Stampy Lieutenant

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    " Models can now recoil, sway & move down when sprinting."

    Does not work in 3rd party POV - the player moves as before even when sprinting and the held weapon is rock steady. Is this intended or a bug?
     
    #3
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  4. Pantera

    Pantera Administrator Staff Member

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    This is intentional & is only allowed in 1PV for now.
    Notes edited to add that.
     
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  5. Stampy

    Stampy Lieutenant

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    thanks for the reply.
     
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  6. wraith85

    wraith85 Ensign

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    Sprinting with a pistol just moves moves the gun slightly closer to the chest and it seems very unnatural. Most people would point down and away from the body while running with a pistol. It might be better to move the pistol out of the players view entirely while sprinting and then return it when they stop. Figure it might make animations easier on you guys as well.
     
    #6
  7. wraith85

    wraith85 Ensign

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    Might want to consider giving the chainsaw a bit of recoil too. and consider adding arm sway while sprinting in first person. Looks great though, love the new armors. Thanks Eleon.
     
    #7
    Last edited: Nov 24, 2022
  8. Bloodthorn

    Bloodthorn Ensign

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    Feedback:

    - First person pistol animation on the light armor with FoV of only 50, Hero body type, clips into the arm, showing the invisible insides when reloading.
    - First person aim down sights for all guns are too far to the left, missing the crosshair by almost a full inch.
    - The running animation with weapons does not correctly cycle, and has keyframe looping errors at the end of the loop. (You need to copy paste the starting keyframes of the running loop and paste at the end to ensure fluid animation. If your starting animation time does not match the keyframes, this could also cause the issue, because the starting frame is cut off, causing the odd jitter and hang.)
    - Running causes the players aim to bob and jitter, which is horrid feeling to play with. Makes you feel drunk while running. Headbob is fine, but it should not effect the aiming reticle at all.
    - Doing a 180 degree spin causes the running animation of the weapon to temporarily break.
    - Running animations with all weapons should have more left to right movement added. (When humans run, they twist their torso from left to right, as their arms move left and right to help keep balance. This directly translates into held weapons jolting left and right while running.)
    - Footsteps are out of sync with actual player footsteps, and weapon movement while running should match footstep speed. (AkA: Every step that can be heard, the weapon should be fully left or right in the animation. The footstep sounds need slowed down in repetition to match more realistic running speeds. Example: Player takes a step, their weapon shifts to the left most position in the animation, they take another, the weapon shifts right most position. Etc.)
    - Pistol does not have a running animation.
    - Player hands do not have animation states for empty hands. (Aka: Their trigger finger is always forward, and their offhand is always cupped.) ((This is apparently a bug, as upon game reload, the hands correctly switch animations. It might be linked to a specific weapon, as thats all I tested, was the basic weapons.))
    - Major Bug: Player cannot walk through ramp openings any longer. (At least on my creative world I am testing with.) All ramps are fully solid regardless of open/close state.
     
    #8
    Last edited: Nov 24, 2022
  9. AlterDraconis

    AlterDraconis Lieutenant

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    Can increase the tank of the chainsaw? This is a wonderful melee weapon, sawing of raptors just fine. Maybe consider a T2 chainsaw?
     
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  10. urialia

    urialia Lieutenant

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    how can i use GUI after typing 'lpf movements' console command? UI is appear on the screen but i can't click or changing it's value.
     
    #10
  11. Pantera

    Pantera Administrator Staff Member

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    You can Press N to bring the cursor on screen or Escape then press them again to go back to the game.
     
    #11
  12. urialia

    urialia Lieutenant

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    lpf movements command works perfect and i really hyped for it! really thanks to your works dev!
    here is the testing
     
    #12
  13. Nickolai

    Nickolai Lieutenant

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    The armor looks great, the new movement is definitely an improvement, however, the arm holding the grip on the guns looks weird.

    Also, when can we expect proper reload animations?
     
    #13
  14. Myrmidon

    Myrmidon Rear Admiral

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    Some one with a video to show us how this PWM editing works please?
     
    #14
  15. Nickolai

    Nickolai Lieutenant

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    The new weapons models are great, but I think the biggest change should be implemented for the Basic SMG.

    Too much recoil and only an 18 Round Mag.

    Should be a 25-30 Round Mag and the recoil greatly reduced. It would be great for close-quarters combat with its high fire rate, giving it a reason to exist past the Assault Rifle. I have a soft spot for SMG but even in RE they are underwhelming, so seeing this gives me hope they can be good close range weapons.

    Shotguns should be reworked too like faster fire rate. They are too slow firing to make them effective close-range weapons.

    Also Swords/Knives when?
     
    #15
  16. urialia

    urialia Lieutenant

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    Weapon experience feedback:

    1. assault rifle T2 recoil is too much strong. it should be half or bit more less.
    2. laser SMG and SMG recoil is also strong. barely to handling weapon.
    3. SMG's ammo capacity is little. i guess it would be 25~28 or more.
    4. new laser weapons are perfect!
    5. new PWM command is awesome... this is what i want always. i'm keep working on custom animating to every handheld weapons.
    6. new custom animation for laser weapons, if you feeel interest, please check this video.

     
    #16
    Last edited: Dec 7, 2022

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