You are viewing a potentially older version of this package. View all versions.
Dinorush-ExtraRecoilData-1.2.0 icon

ExtraRecoilData

Adds more recoil customization for guns.

Date uploaded 9 months ago
Version 1.2.0
Download link Dinorush-ExtraRecoilData-1.2.0.zip
Downloads 309
Dependency string Dinorush-ExtraRecoilData-1.2.0

This mod requires the following mods to function

BepInEx-BepInExPack_GTFO-3.2.1 icon
BepInEx-BepInExPack_GTFO

BepInEx pack for GTFO. Preconfigured and includes Unity Base DLLs.

Preferred version: 3.2.1

README

ExtraRecoilData

For the dev that wants to make their guns feel just a bit more unique. Implements 2 new features for recoil:

  • Recoil Scaling: Increases or reduces recoil with continuous fire.
  • Recoil Patterns: Predefines the direction of the recoil, either separate from or tied to the base random recoil.

Instructions on how to use this mod are on the wiki.

Patch Notes

v1.2.0

  • Changed RecoilID to ArchetypeID since it is more likely to have duplicate recoil DBs than archetype DBs (e.g. multiple weapons can use the same random recoil with different custom recoil blocks)

v1.1.0

  • Removed RecoilScaleGrowth field, since its effect can be accomplished by adjusting other fields.
  • RecoilScaleMin/Max now only affect random recoil.
  • Added new fields:
    • RecoilScaleThreshold: Sets the threshold below or at which RecoilScaleMin applies and above which it begins scaling toward RecoilScaleMax.
    • RecoilPatternScaleMin/Max: Identical to RecoilScaleMin/Max, but affect recoil patterns instead.

v1.0.0

  • Initial Release

CHANGELOG

v1.3.3

  • Fixed non-guns preserving custom recoil effects (e.g. C-Foam launcher)

v1.3.2

  • Exposed an API function to change which ID the CustomRecoilComponent is tied to.

v1.3.1

  • Fixed issues with new field not working
  • Fixed issues when using ExtraRecoilData with CConsole

v1.3.0

  • Fixed issues in multiplayer (forgot to upload these for months...)
  • Added new field:
    • RecoilDelayStartOnFire: Causes delays to begin from shot fired rather than the next possible fire time.

v1.2.0

  • Changed RecoilID to ArchetypeID since it is more likely to have duplicate recoil DBs than archetype DBs (e.g. multiple weapons can use the same random recoil with different custom recoil blocks)

v1.1.0

  • Removed RecoilScaleGrowth field, since its effect can be accomplished by adjusting other fields.
  • RecoilScaleMin/Max now only affect random recoil.
  • Added new fields:
    • RecoilScaleThreshold: Sets the threshold below or at which RecoilScaleMin applies and above which it begins scaling toward RecoilScaleMax.
    • RecoilPatternScaleMin/Max: Identical to RecoilScaleMin/Max, but affect recoil patterns instead.

v1.0.0

  • Initial Release