7 Days to Die

7 Days to Die

View Stats:
4_Haydawn Mar 22, 2018 @ 8:13am
why is there no bullet drop and travel time
i was on a PVP SERVER and my freind game me a sniper rifle and 500+ metters away
i killed 14 people with the sniper rifle there is no bullet drop and travel time so you can just spam the sniper from far far away with no down sides.

adding bullet frop and travel time would ballance long range combat instead of just spaming.
< >
Showing 16-27 of 27 comments
Black Jack Mar 23, 2018 @ 7:58pm 
Is that just the player weapons or does that effect the auto turrets too ?
Kinyajuu Mar 23, 2018 @ 8:09pm 
Originally posted by Black Jack:
Is that just the player weapons or does that effect the auto turrets too ?
Only player weapons currently, but probably will be put in for consistency. :)

The new player ranged weapon code is actually based on some of the turret code that I wrote for a16, it's what allows us to have a firing cone instead of a simple screen offset hit scan. :)
Last edited by Kinyajuu; Mar 23, 2018 @ 8:11pm
...👑 JOST AMMAN 👑... (Banned) Mar 23, 2018 @ 11:22pm 
Wow! That's a really detailed system! :-O
Opens up so many possibilities both for vanilla gameplay AND modding... :steamhappy:
egg Mar 24, 2018 @ 5:12am 
they just don't want to have it, for design or performance or easy choice. just same as having an ak47 but no m16, was an easy choice, no real thought behind it and only small percentage of players will care - hitscan or projectiles on guns? oh only 1% of players will care - hitscan it is, its easier and, yeh, performance would be slightly better in some instances.

But you can mod it in. Look at the nailgun, how it makes little ''nails'', and swap out the bullets for these nails. these nails have gravity. speed up these ''nails'' and they make pretty decent bullets. Only downside to doing this is that shotguns - it doesn't work for them. I couldn't figure out a way to make projectile pellets so I had to leave them hitscan..
MeDaDaddy (Banned) Mar 24, 2018 @ 5:19am 
Bullet drop has been mentioned in the xml.txt for at least the last 2 versions IIRC, but nice to know the newer Pimps are looking at it again :)

EDIT: Quote from XML.txt:

"Ballistic weapons with bullet drop.

Experimented with and while it works technically it was canned due to... circumstances.

<item id="153" name="762mmBullet">
<property name="Meshfile" value="Items/Weapons/Ranged/HuntingRifle/762mm_bulletPrefab" />
<property name="Material" value="brass" />
<property name="HoldType" value="21" />
<property name="Stacknumber" value="500" /> <!-- STK ammo -->
<property name="CraftingSkillGroup" value="Gun Smithing"/>
<property name="EconomicValue" value="200" />
<property name="Group" value="Ammo/Weapons" />
<property class="Action1">
<property name="Class" value="Projectile" />
<property name="Explosion.ParticleIndex" value="0" />
<property name="Velocity" value="700" />
<property name="FlyTime" value="0" />
<property name="LifeTime" value="3" />
</property>
</item>

By entering roughly the real muzzle velocity of a weapon you get a decent starting point.
This was for a bullet drop of roughly 1 head at 100m.
Not using that because the headshot mod then needs to be on the projectile and if I don't want to redo the balancing
it means splitting the ammo types into .308 / 7.62x51 / 7.62x39... for even more inventory clutter.

Note that a simple raycast gun ("Class" value="Ranged") can actually use a ("Class" value="Projectile") as ammo so you could
have the sniper rifle have bullet drop but handwave it on the shorter-ranged AK where the recoil makes it large"
Last edited by MeDaDaddy; Mar 24, 2018 @ 5:19am
Marstil Mar 24, 2018 @ 7:01am 
I don't believe bullet drop, travel time, and windage are needed. I actullay believe that thoes "improvements" would not only be a waste of programming time, bu would actually harm the game, expecialy when combined with the effects of lag and ping.
THARN Mar 24, 2018 @ 7:33am 
fun pimps are going the right direction with this. range limit per weapon.
with a mod will give you slightly better range. for all those multi player 'only' types of players- you can still get your advantage over non mod weapons.
Doc Clarke Mar 24, 2018 @ 7:40am 
Bullet drop - please god no!!
gamerhelligon Mar 24, 2018 @ 7:47am 
Note: this is my personal feelings on the subject. It is all my OPINION and can be taken with a grain of salt.....thank you.

This is a survive a zombie apocalypse / builder / crafting game, this is not COD or a FPS game. Yes it has FPS in it but it is NOT the main focus.

I am to busy trying to survive the hordes (both 7 day and wandering), looting, building some defenses, trying to make myself safe so I can live another day. I go exploring to find new places to loot, gather materials for building / crafting, try to get better weapons to take them down faster and easier.

I do not have time to worry about "Ok, need to elevate 2 millimeters to the right and up just a touch, account for wind, adjust for distance, adjust for range" I just want to aim and shoot, if I hit, good, if not, then try again or run.

Summary, this is not COD or any other FPS focused game, please leave the bullet drop, wind adjustments, breath control. etc. etc for those type of games. There is simply no place in this game for such things as you have enough to worry about already.......just my 2 cents.
Kinyajuu Mar 24, 2018 @ 10:43am 
Originally posted by gamerhelligon:
Note: this is my personal feelings on the subject. It is all my OPINION and can be taken with a grain of salt.....thank you.

This is a survive a zombie apocalypse / builder / crafting game, this is not COD or a FPS game. Yes it has FPS in it but it is NOT the main focus.

I am to busy trying to survive the hordes (both 7 day and wandering), looting, building some defenses, trying to make myself safe so I can live another day. I go exploring to find new places to loot, gather materials for building / crafting, try to get better weapons to take them down faster and easier.

I do not have time to worry about "Ok, need to elevate 2 millimeters to the right and up just a touch, account for wind, adjust for distance, adjust for range" I just want to aim and shoot, if I hit, good, if not, then try again or run.

Summary, this is not COD or any other FPS focused game, please leave the bullet drop, wind adjustments, breath control. etc. etc for those type of games. There is simply no place in this game for such things as you have enough to worry about already.......just my 2 cents.


And you'll be pleased to know that I've designed how guns will work from here on out with that same thought in mind. It's not a full on FPS as such so physics driven bullets are too over the top. Projectiles on bows is fine. If people want projectile bullets they can mod that in.

I've put a lot of work on making guns feel good for both RPG and FPS players. RPG player types can use a holo sight and the circle on it will determine where you'll have a chance to hit if you shoot. FPS types can use this as well until they get their firearms skill up then they can simply use the dot. Then it'll just come down to the kick of the gun. When hip firing you will have the normal old crosshairs with a display of possible hit area.
Johnny Mar 24, 2018 @ 11:17am 
if you are looking for bullet drop etc., trying shooting IRL......its fun and challenging!
Coyote Mar 24, 2018 @ 11:44am 
Originally posted by Kinyajuu:
<effect_group name="Base Effects"> <!-- Pistol -->
<passive_effect name="MaxRange" operation="base_set" value="50"/>
<passive_effect name="DamageFalloffRange" operation="base_set" value="18"/>

<passive_effect name="EntityDamage" operation="perc_set" value="1"/>
<passive_effect name="BlockDamage" operation="perc_set" value="1"/>
<passive_effect name="DismembermentBaseChance" operation="base_set" value="0.01,0.03" tier="1,6"/>

<passive_effect name="RoundsPerMinute" operation="base_set" value="300"/>
<passive_effect name="BurstRoundCount" operation="base_set" value="1"/>

<passive_effect name="MagazineSize" operation="base_set" value="15"/>
<passive_effect name="ReloadSpeedMultiplier" operation="base_set" value="1"/>
<passive_effect name="ModSlots" operation="base_set" value="1,6" tier="1,6"/>

<passive_effect name="SpreadDegreesVertical" operation="base_set" value="1.3"/>
<passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="1.3"/>
<passive_effect name="SpreadMultiplierAiming" operation="base_set" value="0.4"/>
<passive_effect name="SpreadMultiplierCrouching" operation="base_set" value="0.8"/>
<passive_effect name="SpreadMultiplierHip" operation="base_set" value="1"/>
<passive_effect name="SpreadMultiplierWalking" operation="base_set" value="1.5"/>
<passive_effect name="SpreadMultiplierRunning" operation="base_set" value="2"/>

<passive_effect name="KickDegreesVertical" operation="base_set" value="0.8"/>
<passive_effect name="KickDegreesHorizontal" operation="base_set" value="-.3,.15"/>
<passive_effect name="IncrementalSpreadMultiplier" operation="base_set" value="1.6"/>
<passive_effect name="WeaponHandling" operation="base_set" value="0.95"/> <!-- crosshair reset speed -->

<passive_effect name="DegradationMax" operation="base_set" value="2500,5000" tier="1,6"/>
<passive_effect name="DegradationPerUse" operation="base_set" value="10"/>
</effect_group>

And the entry for our initial elongated barrel:

<item_modifier name="modGunBarrelExtender" installable_tags="barrelAttachments" modifier_tags="barrelAttachment" type="mod">
<property name="Stacknumber" value="1"/>
<!--DamageFalloffRange increased by x meters-->
<effect_group tiered="false">
<passive_effect name="DamageFalloffRange" operation="perc_add" value=".2"/>
<passive_effect name="MaxRange" operation="perc_add" value=".2"/>

<passive_effect name="SpreadMultiplierHip" operation="perc_add" value=".25"/>
<passive_effect name="SpreadMultiplierAiming" operation="perc_add" value="-.25"/>
<passive_effect name="WeaponHandling" operation="perc_add" value="-.3"/>
</effect_group>
</item_modifier>

... For those of us who don’t read code 🤷🏼‍♂️🤷🏼‍♂️🤷🏼‍♂️

< >
Showing 16-27 of 27 comments
Per page: 1530 50

Date Posted: Mar 22, 2018 @ 8:13am
Posts: 27