DayZ
sGunplay
353 Comments
simonvic  [author] Sep 13 @ 10:15am 
(I gave you a more exhaustive answer on the discord)
Anyway, you can simply redefine the `magnification` attribute

class PistolOptic;
class RangerOptic : PistolOptic {
s_pipMagnification = 0.69;
};

About the requiredAddons, assuming that `RangerOptic` is an item you've created, I suggest not adding sGunplay as a required addon; this way your mod will work with or without sGunplay :)

If instead you're "overriding" a property of an item that I define in sGunplay itself, you want to add it as a required addon to ensure your mod gets loaded after, hence effectively overriding the property
Demon Sep 13 @ 9:29am 
seems i got a brainfart when i wrote the previous, meant more "pip-zoom"
Demon Sep 13 @ 9:23am 
class PistolOptic;
class RangerOptic: PistolOptic
thats how its set up on my config and seems to act like the vanilla PistolOptic, tho i'd want it to have just a tad more(so the head stays still but the pip zooms in a bit more than by default). Do i add sGunplay as req and add the code under the scope or in the main config?
simonvic  [author] Sep 13 @ 8:44am 
heyo :)
give this a read: https://community.bistudio.com/wiki/Class_Inheritance

In short: if your item class inherits from the "original" item class, then yes, it will inherit optics effects too

[code]
class OriginalOptic : ItemOptics {
name = "Original optic";
s_pipMagnification = 0.69;
// other things here...
};

class YourOptic : OriginalOptic {
name = "your new fancy optic";
};
[/code]

YourOptic will inherit pip attributes
Demon Sep 13 @ 8:32am 
Correct me if im wrong, but if i make a scope, for example, a copy of the handgun scope, but with different magnification(and name obviously), it should have the same effects apply as the "basemodel" without any extra shenanigans?
simonvic  [author] Sep 12 @ 1:12pm 
no worries :)
If you'll ever find some unbalanced weapons or attachments, feel free to report them on the discord server
faerbolt Sep 12 @ 12:30pm 
I watched the video review, it was the idiots on the server who made the recoil so strong, sorry
simonvic  [author] Sep 12 @ 11:49am 
whoa @faerbolt, those are some strong words for something you got for free lmao

Are you using some broken/misconfigured modded weapon? If so, is the server using the appropriate patches?

Also, what attachments are you using? (they heavily affect recoil)

> The recoil is as if it were controlled by a 10 year old child
no weapon has such strong recoil, unless it's a bug
Demon Jul 25 @ 11:16am 
No worries, the patches for snafu and aws seemed to be the stuff i was missing, hence why i couldnt hit anything while ads'ing. After adding those 2 patches, the "issue" was fully fixed and now it feels more like what i expected(and i hit my shots no matter how far the recipient of the bullet is) :thumbalift:
simonvic  [author] Jul 25 @ 11:00am 
heyo @Demon :)

yeah I understand that the learning curve of the mod might be a bit steep compared to vanilla dayz and that it will require a lot more practice; it does feel like a different game after all :)

One massive suggestion that I could give you is to lower the sensitivity quite a lot; you'll be able to handle the weapon inertia much better.
Keep practicing with the dynamic crosshair, and with time you'll be able to handle the weapon even without the crosshair :D

Regarding recoils and weapons stats, unfortunately I can't make them "configurable" because of technical and security reasons; you can however override them with your own mod (I have tutorial about that [simonvic.github.io]

And lastly, yeah I highly recommend using the appropriate patches for modded items if available; you can find more of them on my workshop
Demon Jul 25 @ 1:01am 
I found out you have patches for snafu and AWS, which were just the things i was missing(now i actually can hit shots from afar while ads'ing) i'd still like something similar as stated in my previous comment, if possible, but now its not as topical as it was earlier
Demon Jul 25 @ 12:05am 
Love the mod, but i'd like an addition/update so i could adjust the amount of recoil and sway etc with the idea of mixing sGunplay and vanilla handling(or a separate mod just for the crosshairs as i do like both static and dynamic crosshairs). shooting is really hard while ads'ing and i've noticed im more likely to hit my shots with hipfiring, using the dynamic crosshair, than while ads'ing(i got 1.5k hours on the game but im still a bit of a noob nonetheless)
simonvic  [author] Jul 3 @ 3:07am 
Dr. Berry Jul 3 @ 2:59am 
One of the best mods of the entire workshop. Cant play without it
khajiithascoin Jul 2 @ 7:54pm 
dayz .62 ahh gunplay i love it 💖
simonvic  [author] Jul 1 @ 4:55am 
hey @fausz,
I'm not familiar with how AI is implemented in Expansion, so I can't tell you for sure, but I believe sGunplay shouldn't affect AIs
simonvic  [author] Jul 1 @ 4:54am 
heyo @Babygoober,
unfortunately these kind of things are not configurable by choice (for technical and security reasons); they're however very easily moddable
SORDO HIPOACUSTICO Jun 29 @ 6:34pm 
does this mod changes recoil for AI? Like dayz expansion AI
Babygoober May 30 @ 9:00pm 
Hey Simonvic really cool mod! I wanted to ask if there's a way to turn off player inertia when it comes to running and turning etc. and only keep the weapon inertia and changes. I think it would be nice if there was an option to customize the inertia in different ways.
DUCATISLO May 27 @ 4:43am 
shit mod lol
FORGOTTEN SURVIVOR May 23 @ 4:20pm 
appreciate your response mate ... yeah it seems like they work for the most part but i had a player that had half of his hand missing when ads so i put it down to compatibility with haralds mod lol. totally understand im sure you are super busy but if you ever work on more ... lmao personally i cant even swap a paa picture for a loading screen mod without breaking it but i have a good circle of people around me so i might look into it with them. again thank you and i wihs i had found this sooner
simonvic  [author] May 23 @ 8:19am 
heyo thanks, hope you enjoy it :D

About compatibility with modded weapons, unfortunately I can't make (nor maintain) any new "compatibility mod" right now :(

You could ask mod authors to offer compatibility for sGunplay; alternatively if you (or somebody else) is interested in making one, it should be fairly simple, but requires some modding knowledge. Either way you can find an in-depth tutorial ( here [simonvic.github.io])
FORGOTTEN SURVIVOR May 22 @ 3:50pm 
ok this looks amazing ... going to test now ... i see you have made addons for weapons mods ... is there any chance it will work for haralds armoury and jds animated weapons the base version of this or shall i request / beg you look into a addon for them lol
devkirkir Apr 30 @ 4:41am 
hi! thank you for mod!
simonvic  [author] Apr 17 @ 5:10am 
heyo @Skorio6 :)
for the constraint to be applied you have to enable it with "constrain": true
You can read more details on how they work here [simonvic.github.io].
Also, I suggest editing the constraints.json with this tool [simonvic.github.io]
Skorio6 Apr 17 @ 1:04am 
Hello, same problem with Nate_LapT

Crosshair disabled, but player have crosshair in game ..

"showDynamicCrosshair": {
"constrain": false,
"message": "#STR_SUDE_LAYOUT_OPTIONS_CONSTRAINED",
"value": false
},
"dynamicCrosshairType": {
"constrain": false,
"message": "#STR_SUDE_LAYOUT_OPTIONS_CONSTRAINED",
"value": false
mysteriousalias Apr 8 @ 8:18pm 
I'm sure it's been said before, but configurable settings for the features and balancing would be amazing to see in the future.
simonvic  [author] Mar 17 @ 10:23am 
heyo :)
Apparently Hardline uses a custom layout (interface) which might be incompatible.
I'm not familiar with the mod, but I believe you should be able to disable the custom layout
0bl1v10n☆Rag3 Mar 17 @ 8:11am 
When I use DayZ-Expansion-Hardline, the interface information from sGunplay, such as recoil details, disappears when I click to view weapon information.
simonvic  [author] Mar 8 @ 6:22pm 
Oh also, what happens if you set "value": true instead of false ?
simonvic  [author] Mar 8 @ 6:06pm 
I see, mmh that's weird, maybe the latest update broke something.

Could I ask you for your latest server logs (script.log, crash.log, .RPT and .slog from the sUDE folder)?
preferabily zipped and possibly shared in the discord server :) thanks! this will help me a ton in narrowing down the problem <3

Also, do you know if it happens to all players or only few of them? If so, could you kindly ask for their log files?
Nate_LapT Mar 8 @ 5:17pm 
Trying to force disable it, Also used those tools.
Pretty familiar with editing json files and using jsonlint to validate.

My players are joining in with the crosshair enabled while set to disabled.

I already have the vanilla crosshair disabled in serverdz.
simonvic  [author] Mar 8 @ 5:19am 
heyo :)
sGunplay_constraints.json file is the only file you should edit for the constraints to work; if you're unfamiliar with editing json files, I suggest using this tool instead: https://simonvic.github.io/sUDE/tools/sConstraintsEditor/

Are you trying to forcefully disable or enable it?
The configuration you shared here should disable it

Also note that the dynamic crosshair from sGunplay is different than dayz vanilla crosshair
Nate_LapT Mar 7 @ 6:45pm 
changing dynamic crosshair to off doesn't turn it off...
My players are joining in with the crosshair enabled, and can't disable it since it's constrained.

Is there another file I need to edit since the server was launched initially with this allowed?


"showDynamicCrosshair": {
"constrain": true,
"message": "#STR_SUDE_LAYOUT_OPTIONS_CONSTRAINED",
"value": false
},
Zeus 👁 Jan 29 @ 2:53pm 
That was a very fast reply, not used to that from modders that make actually good mods, thanks, it could be from the infinite stamina, ill try removing that mod
simonvic  [author] Jan 29 @ 2:51pm 
Heyo :)
That is not intended and very likely an incompatibility with an unlimited stamina mod you may be using.
Above in the FAQ you can find some more details. If the issue still persists let me know :)
Zeus 👁 Jan 29 @ 2:36pm 
how do i remove the weapon moving up and down constantly, i love every single other feature, and i cant find an option to turn it off in the config files
simonvic  [author] Jan 17 @ 7:22am 
heyo :)
Yeah sGunplay should "work" out for the box with all modded weapons and optics, but it's very likely that a patch is needed to balance the weapons' recoils.

You can find some of these patches (e.g. sGunplay_FLAVA, sGunplay_SNAFU etc.) on my workshop.
Solid Toast Jan 16 @ 7:23pm 
Hey so I was curious on if this works with modded weapons as well?
simonvic  [author] Jan 8 @ 2:17pm 
heyo :)
While aiming down sight, hold the freelook button and the keybind you assigned and move the mouse around :)

Note that it will only work for when aiming down ironsights or non-magnifying optics
George Jan 8 @ 2:11pm 
Hey simonvic, I just tried the freelook feature in and it looks like it's not working? or am I just using it wrong ? I treid to bind it on my mousewheel, push/hold it and move the mouse and nothing happend? Is there any specific binds/use case for that, or ? thanks :steamthumbsup:
DoubleBass Dec 9, 2024 @ 3:31pm 
Thanks for your answer and interest. I'll gladly join the discord soon. :)
simonvic  [author] Dec 9, 2024 @ 3:05pm 
heyo DoubleBass :)
thanks!

> Can I do this myself?
sGunplay has been made so that it is very easy to mod (given that you know how to do some scripting), so there is no need to repack :)

> Hunting Scope's not compliance with lean
it is kind of intentional; the lean doesn't look particularily good with "fullscreen optics", but yeah it can be easily added by overriding a script

> I don't want statistics or any layout
you can do this too :)
Again, you would need to override a couple of scripts; it should be fairly easy :)
Feel free to join the discord, I've recently helped somebody in doing axactly this
DoubleBass Dec 9, 2024 @ 2:47pm 
Hello simonvic. I like this mode very much and I want to use it on my server. First problem; Hunting Scope's not compliance with lean. Is this a soluble situation? Second problem; Since I want to create a server based on realism, I don't want statistics or any layout. Can I do this myself? Can you do it if I can't do it myself? If none of them are possible, I demand politely repacking.
simonvic  [author] Dec 7, 2024 @ 3:25pm 
heyo @samboo898 :)
There shouldn't be any compatibility issue, but we never know :D

Feel free to jump in the discord to share some logs file and some more info, so I can give it a look
samboo898 Dec 7, 2024 @ 3:11pm 
Does anybody know of any compatibility issues with DR Jones Trader mod because as soon as i installed this 2 mods my trader has vanished. Very strange i dont see why a simple animation mod like this would stop my trader objects from spawning. Unless DR Jones Trader mod IS HAVING BIG PROBLEMS ATM. Anybody else having any issues. Honestly if there are issues with it i refuse to remove this mod.Its to good very nice work on making this mod cant live without it now.Cheers
Kal'tsit Nov 15, 2024 @ 8:09am 
Ok, I see. Thank you, Mr. Author
simonvic  [author] Nov 15, 2024 @ 5:19am 
If you're using any compatibility mod (e.g. sGunplay_FLAVA, sGunplay_SNAFU etc.) and you're looking to slim down the mod list, you're free to repack them, but not the main sGunplay mod (nor sFramework)

As always, I suggest against repacking (any) mod; not only because of the risk of using outdated versions (causing unnoticeable errors), but also because players will have to redownload many times the same mod, wasting network and disk usage
This is only my take; you do you :)
Kal'tsit Nov 15, 2024 @ 5:07am 
Too many mods. It looks like a mess
simonvic  [author] Nov 14, 2024 @ 4:17pm 
Sorry I don't allow repacks

May I ask you why you need to repack?
sGunplay has been made to be easily modded without repacking; if you need to mod something, let me know and I'll happily help you in doing so :)