I noticed there are a couple [wiki=CVARs:Configuration]CVARs[/wiki] that change how view bobbing is handled, namely movebob and stillbob. Would it be possible to expand this to apply to weapons too? There are times when you want the bobbing to vary based on weapon. For example, a heavy weapon should in theory bob less than a light pistol.
The new weapon properties might look like this:
Weapon.MoveBob Horizontal (x) weapon bobbing, Vertical (y) weapon bobbing
Weapon.StillBob Weapon still bob value
Weapon.StillBobDelay Delay in tics before still bob takes over
If the weapon does not have these properties set, the weapon uses the defaults.
Edit:
Had weapon bobbing and view bobbing confused, so I updated the post with a more relevant suggestion.
[Decorate] Custom weapon bobbing
Moderator: GZDoom Developers
[Decorate] Custom weapon bobbing
Last edited by Snarboo on Sun Jun 12, 2011 2:39 pm, edited 1 time in total.
- NeuralStunner
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Re: [Decorate] Custom weapon bobbing
Those CVars affect view bobbing, not weapons.
- ChronoSeth
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Re: [Decorate] Custom weapon bobbing
Movebob affects both view bobbing and weapon bobbing.NeuralStunner wrote:Those CVars affect view bobbing, not weapons.
- NeuralStunner
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Re: [Decorate] Custom weapon bobbing
Not particularly. I have MoveBob set at a small fraction of the default value, and weapons swing as heartily as ever. All it really affects is how quickly they transfer into a full swing.ChronoSeth wrote:Movebob affects both view bobbing and weapon bobbing.
Re: [Decorate] Custom weapon bobbing
In any case, I'd like to be able to set the weapon bobbing on a per weapon basis. The property name probably needs to be changed to something more appropriate however. Perhaps Weapon.Bob or Weapon.Bobbing? In fact, let me edit my first post.
While I'm at it, I wouldn't mind seeing overall view bobbing set by the player class, but that will have to wait for another suggestion.
While I'm at it, I wouldn't mind seeing overall view bobbing set by the player class, but that will have to wait for another suggestion.