Game Development Community

I would like to make my Weapons "tremble"

by Kyrah Abattoir · in Game Design and Creative Issues · 12/17/2011 (11:05 pm) · 3 replies

I've been shooting with friends in Texas earlier this year, this gave me the opportunity ot actually get a feel for real weapons.

One thing that i realised is that there is a very special muscle "noise" when firing a weapon in an unsupported position.

Especially with handguns and weapons with no stocks you get a trembling effect, where your wrist is basically turning by random increments and the whole arm assembly is shaking.

This creates an effect where not only the gun move slightly while you are aiming, but it also makes the front part of the sight move in and out of allignment with the rear part.

Long story short, i would like to re create this effect, is there a way to basically keep the view immobile, and introduce a 3D translation/rotation "noise" to the weaponimage/wrist assembly?

And do it in such a way that it will affect the place where the bullet will land?

#1
12/18/2011 (4:46 am)
Firstly, I suspect you have weak wrists, and lack of fine muscle control :p

Secondly, many FPS games ive played have a 'spread' function to simulate varying degrees of recoil, adding a second or different spread function seems like 'make work' to me tbh especially if the majority of your players will never ever notice.

As far as implementation goes, adding start and end nodes to the barrel of your guns and using those points as the vector for your projectile seems the most logical way to do it, of course then you need to add your recoil function to adjust that vector.
#2
12/18/2011 (5:38 am)
@Bloodknight har har, considering you are from UK, i will consider it was humor :)

Well what i would like to do is some form of spread that can be controled, on top of automatic weapon kick, you should be able to squeeze the trigger when the sight is perfectly lined up to get a perfectly accurate shot.

For my defense, not every games want to picture the player as a perfectly trained marksman, i'm looking in mechanics that increae the risk/reward factor of firearms, making them very powerful, but also very hazardous to use.

The cone of fire isn't a bad thing, but ideally i would like a system where the player can wait for the right time to fire, and also where moving and turning will affect the sight alignment.

BTW i've been in airgun competition in my early years, it's all about muscle fatigue breathing and concentration, most FPS games make it look much easier than it really is :)

But back on topic.

So basically i need to trace my bullet vector from two points on the weapon itself, ideally the view model...

So i would have to somehow "hack" into the weaponimage::onfire event right?

It appears that there is already a muzzlePoint Node on ShapeBase objects, would that mean that the gun is already firing from it's shape's "barrel" ?
#3
12/18/2011 (6:28 am)
Battlefield 2 used a system that the more rounds you squeezed of in sequence the worse your aim got. If you took your shot wiated a couple secs then fired again accuracy didnt suffer. Worked good to prevent ppl simply squeezing off an entire clip.