Recoil

Recoil moves the player's screen horizontally and/or vertically. This simulates rifle recoil, and makes the gun harder to control.

    Recoil:
      Push_Time: <push time in millis>
      Recover_Time: <recover time in millis>
      Horizontal:
        - <horizontal recoil>
        - <etc.>
      Vertical:
        - <vertical recoil>
        - <etc.>
      Recoil_Pattern:
        Repeat_Pattern: <true/false>
        List:
          - <horizontal recoil>-<vertical recoil>-<chance to skip>%
          - <etc.>
      Modify_Recoil_When:
        Zooming: <amount> or <amount>%
        Sneaking: <amount> or <amount>%
        Standing: <amount> or <amount>%
        Walking: <amount> or <amount>%
        Riding: <amount> or <amount>%
        Sprinting: <amount> or <amount>%
        Dual_Wielding: <amount> or <amount>%
        Swimming: <amount> or <amount>%
        In_Midair: <amount> or <amount>%
        Gliding: <amount> or <amount>%

Push_Time

The time, in milliseconds, it takes to reach the full recoil amount. Higher numbers = worse performance, but smoother movement.

Use 0 to instantly push to the full recoil amount (suggested for automatic rifles).

Recover_Time

The time, in milliseconds, it takes to recover back to the player's starting yaw/pitch.

After Push_Time is complete, there is a 60-millisecond cooldown before recovery starts.

Horizontal

The list of horizontal recoil amounts. WeaponMechanics randomly chooses 1 value from the list for each shot.

left=negative numbers, right=positive numbers. Values <10 are recommended.

Vertical

The list of vertical recoil amounts. WeaponMechanics randomly chooses 1 value from the list for each shot.

down=negative numbers, up=positive numbers. Values <10 are recommended.

Recoil_Pattern

This pattern lets you define an ordered list to form a precise pattern. Unlike Horizontal and Vertical (Which are chosen randomly), this option lets you define the exact order.

This option overrides Horizontal and Vertical.

  • Repeat_Pattern

    • true -> After reaching the end of the pattern, loop back to the beginning.

    • false -> After reaching the end of the pattern, use Horizontal and Vertical instead.

  • List

    • Format is <horizontal> <vertical> <skipChance>

    • <skipChance> should be a number between 0 and 100. Defaults to 0.

Modify_Recoil_When

Same as Modify_Spread_When, but for recoil.

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