Let the weapon Recoil allow new players to accept
And controllable Recoil
Oxide and uMod only provide hooks and general API for common methods, not this; this would be something you can find in the game itself.SpartaI know this is from 2 weeks ago, but it is possible to control someone's recoil since it is handled server-sided. The only thing that is client-sided is WHEN the player decides to shoot or not shoot the gun. I've seen other games with server mods that had no recoil scripts (CS:S or CS:GO I'm pretty sure).
I'd say the only thing holding you back is what capabilities UMod gives you API wise. I'd say you can find a way to do it by using a disassembler/decompiler for the references/assemblies that UMod and Rust provide, but I can't guarantee it would be possible yet.
This is an absolute nonsense and has nothing to do with uMod "limitations".SpartaI know this is from 2 weeks ago, but it is possible to control someone's recoil since it is handled server-sided. The only thing that is client-sided is WHEN the player decides to shoot or not shoot the gun. I've seen other games with server mods that had no recoil scripts (CS:S or CS:GO I'm pretty sure).
I'd say the only thing holding you back is what capabilities UMod gives you API wise. I'd say you can find a way to do it by using a disassembler/decompiler for the references/assemblies that UMod and Rust provide, but I can't guarantee it would be possible yet.
Wulf
Oxide and uMod only provide hooks and general API for common methods, not this; this would be something you can find in the game itself.
Yes I understand that, which is why I was suggesting it isn't really possible unless you are given access to more private areas of the server-side code (aside from just hooks and helper methods that uMod has).
Lul, "this is an absolute nonsense".2CHEVSKII
This is an absolute nonsense and has nothing to do with uMod "limitations".
Css and csgo run on a different game engine with different networking and so on. Even there recoil (atleast visual) is not being handled serverside (just imagine the load it would cause both on the network and server itself), 'no recoil' mods just run a command, which disables recoil on the client.
To OP: you can control gun recoil by dragging the mouse in opposite way to recoil pattern, try it someday.
Sparta
Lul, "this is an absolute nonsense".
Anyways, it has everything to do with it because some server plugin API's have more accessibility than others that let you do things. I never said he could do it, I was trying to suggest it can be possible later on. Recoil is handled server side...? If it wasn't then it would be ten times easier to cheat. The only thing the server doesn't handle with recoil is when the player inputs to move their mouse down. The server handles where the player is looking and thus there could be a way to make it so the player's own view angle is manipulated to make a "no recoil" effect. Did I say it was possible with Rust? No. Also, CS:GO and CS:S use the same engines but different versions (Source engine) - just so you know. :-)
"'no recoil' mods just run a command, which disables recoil on the client." - what you just said was possibly the dumbest thing I've read on this forum. If you actually believe weapon recoil is solely done client-sided then you shouldn't even be talking anymore. There are numerous games that use server-sided no recoil (and client-side to simulate the gun view jumping up for the player) which makes it harder to cheat because the server knows where the bullets are 100% of the time as opposed to the client-side. That's why in games like CS or Rust you can get a miss or projectile invalid because the server calculates where the bullet goes as opposed to what is showing on the client-side screen.
All i see here - words about nothing. Know why? Because you can freeze server and start shooting. Projectiles will not appear, but recoil, will
Well... Maybe you can proove your words? No, you can't because you are talking things not correlating to reality. "There would be much easier to cheat" is not an argument, lol.Sparta
Lul, "this is an absolute nonsense".
Anyways, it has everything to do with it because some server plugin API's have more accessibility than others that let you do things. I never said he could do it, I was trying to suggest it can be possible later on. Recoil is handled server side...? If it wasn't then it would be ten times easier to cheat. The only thing the server doesn't handle with recoil is when the player inputs to move their mouse down. The server handles where the player is looking and thus there could be a way to make it so the player's own view angle is manipulated to make a "no recoil" effect. Did I say it was possible with Rust? No. Also, CS:GO and CS:S use the same engines but different versions (Source engine) - just so you know. :-)
"'no recoil' mods just run a command, which disables recoil on the client." - what you just said was possibly the dumbest thing I've read on this forum. If you actually believe weapon recoil is solely done client-sided then you shouldn't even be talking anymore. There are numerous games that use server-sided no recoil (and client-side to simulate the gun view jumping up for the player) which makes it harder to cheat because the server knows where the bullets are 100% of the time as opposed to the client-side. That's why in games like CS or Rust you can get a miss or projectile invalid because the server calculates where the bullet goes as opposed to what is showing on the client-side screen.
Everything is accessible, there isn't really any limitation there. If something is "private", you can currently use reflection to get what you need; otherwise you could request to expose something, but there's nothing preventing you from accessing any part of the server's code.SpartaYes I understand that, which is why I was suggesting it isn't really possible unless you are given access to more private areas of the server-side code (aside from just hooks and helper methods that uMod has).
I think guy just plays smart out here without actually being one.Orange
All i see here - words about nothing. Know why? Because you can freeze server and start shooting. Projectiles will not appear, but recoil, will
Orange
All i see here - words about nothing. Know why? Because you can freeze server and start shooting. Projectiles will not appear, but recoil, will
You realize the server calculates where the next bullet goes, right? (facepalm)
2CHEVSKII
I think guy just plays smart out here without actually being one.
That's ironic considering you can't type a single coherent English sentence, let alone argue without making yourself look stupid.
2CHEVSKII
Well... Maybe you can proove your words? No, you can't because you are talking things not correlating to reality. "There would be much easier to cheat" is not an argument, lol.
And you also have bad reading abilities if you think I said that csgo and css use different game engines.
Server knows a start point and rotation of shot yes. It does calculate where APPROXIMATELY shot must lead, yes. But it does not calculates weapon recoil, lul. It is a completely client sided thing. Proove me wrong.
Can't really prove an ignorant person wrong when you can't even read what someone types to you. Not my fault you have no intellect.
Lol, you are so pissed that you can't even type in single message.SpartaCan't really prove an ignorant person wrong when you can't even read what someone types to you. Not my fault you have no intellect.