Comments (5)
Yeah, reducing spread when the player is scoping is what I'd like to see. But ideally, the amount of reduction in spread (i.e. increase in accuracy) should be customisable per-weapon (or per-addon when addon support is added later).
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f4cdc15 implements spread. What's left to do is to somehow reduce spread if player is aiming down sights.
from gunslinger.
Bullet drop should also be implementable if using progresssive raycasting (#27) or entity-based projectile handling (#25).
from gunslinger.
do you want to reduce spread when scoped or remove spread when scoped?
from gunslinger.
Forgot to note, recoil has been added in 7999179
Only bullet drop remains. I'll implement this after #27.
from gunslinger.
Related Issues (20)
- Use deferred raycast to accurately replicate behaviour of projectile entity HOT 1
- Improve textures (incl. builtin guns, ammo, etc.) HOT 2
- Split shotgun-style fire (`splash`) from `mode` HOT 3
- Add support for weapon add-ons like scopes, suppressors, and extended mags
- Ammo is still non-existent HOT 1
- Add more builtin guns
- Play sounds on more events HOT 1
- (Ab)use HUD elements to the maximum
- Add support for manual reloading
- (Ab)use stack count display in item slots to display size of clip
- Entity-based projectiles is inevitable... HOT 7
- Use Progressive Raycasting instead of Deferred Raycasting. HOT 7
- Trigger callbacks when projectile hits a target
- Convert to modpack; add builtin guns as separate mod HOT 1
- Fix credits
- Automatic guns can "reload" twice
- Crash on shoot HOT 3
- Duplication Glitch HOT 1
- Walking + Firing = Self Shooting HOT 4
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