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That makes sense and will be added in the next update.
What debuffs does this status apply?
If it applies a movement slowing debuff over time, where the more weight, the faster it happens, then "InediaStamina" does roughly the same thing and it is unclear why this status is needed.
Moreover, I don't really want to add injury mechanics to the movement mod.
I think this mechanic would be better suited for a injury mod, just like the mechanic that causes damage to the character when running through bushes.
I was planning to release such a mod, but everything is on hold for now.
the only proof i have to give you about how important it is to have some sort of weight or movement impedance to natural head cam is this. move your head from left to right and back again and you will FEEL the weight of your head while moving. it is not as quick and instantaneous as it is ingame. this "feeling" that you have while whipping your head around in real life is EXTREMELY important to inducing the feeling of actually being in the game as if it WERE real. which i think if added along with input delays on movement inputs would be a MAJOR stride to improving the game entirely.
>> also. any thoughts on the other idea i had about adding a button press delay on movements that are opposite to eachother like when "jiggle" peaking? or pressing (left, right, left, right)? if at all possible
I think it's a good idea to introduce inertia upon stopping, depending on the character's speed - it would take more time for them to come to a complete stop and start moving in another direction. This would significantly slow down quick and unrealistic jerks of characters trying to reduce their chances of getting hit by bullets.
I believe this is quite achievable, as there is already some small inertia upon stopping, it just needs to be increased. However, unfortunately, I don't have time to look into it right now. After tomorrow's updates, I plan to take a break from mods for a while.
>> even in mods like legacygunplay and sgunplay. they do add a sort of inertia when the gun is raised. BUT. only when the gun is raised. where when you put the gun down it goes back to being completely flimsical and willynilly feeling again.
Well, it makes sense because the weapon is heavy, and due to its weight, there's inertia. When the weapon is lowered, only the head turns, followed by the rest of the body. I'm not sure if there's a need to introduce any limitations for regular head turns, as they happen quite quickly in real life.
arma 2 had a solution to this a long time ago. not a very elegant one but there was a mouse "deceleration" effect that when you whipped your mouse around it forced it to slow down.
also. any thoughts on the other idea i had about adding a button press delay on movements that are opposite to eachother like when "jiggle" peaking? or pressing (left, right, left, right)? if at all possible
i really hate these comment sections in the workshop as they dont very well handle the activity of a "discussion" very well where i almost missed your last comment if i didnt check it by hand.
but anyways. while yes this is true that the body does not immediately turn with the camera it really doesnt matter because the "camera" is really the only thing that matters. where you can whip your head around as fast as you like with no impedance because there is simply no speed limiter on this movement. which is why i was curious if this is a possibility because it is one of the biggest "dumbness" in the game.
even in mods like legacygunplay and sgunplay. they do add a sort of inertia when the gun is raised. BUT. only when the gun is raised. where when you put the gun down it goes back to being completely flimsical and willynilly feeling again.
In the vanilla game, there is already torso inertia when turning. You can quickly turn the camera, but the character's body always turns with a slight delay, which is quite noticeable in third-person view.
If you are talking about a character in aiming mode, there is a modification sGunplay . It handles these aspects very well, depending on the weight of the weapon, inventory weight, injury, and many other factors, and it also introduces inertia when the character starts moving, meaning you can't suddenly start sprinting, the character first accelerates to the desired speed.