[Ravenfield] Receiver/Receiver 2 Weapon Mechanics Replication
Trying to replicate Wolfire Games's "Receiver" weapon mechanics into ravenfield. I got a Alchemy Arms Spectre integrated into this weapon mechanic but I'm too lazy to show it. It includes the whole weapon mechanics from receiver. And pressing R doesn't trigger a CoD:MW22 hyper realistic animation. You have to do it manually. And these aren't using traditional animations, it relies on procedural animation just like receiver. Also showcased here the gun can jam such as (Double Feeds, Stovepipes). And some malfunctions such as (Failure to Feed, Wrongly Seated Mag). Its still WIP tho and I'm still going to make this framework support revolvers. And if you are asking why there are no arms, I didn't really added any arms. I have reasons just incase if you are curious. One, that FP arms kind of obstructs the player view when handling these weapons. Two, ravenfield doesn't have a real-time inverse kinematics support and even if ravenfield has, it will still look buggy. Three, as stated above "It uses procedural animations" and implementing hands support are kind of a pain to me.
Trying to replicate Wolfire Games's "Receiver" weapon mechanics into ravenfield. I got a Alchemy Arms Spectre integrated into this weapon mechanic but I'm too lazy to show it. It includes the whole weapon mechanics from receiver. And pressing R doesn't trigger a CoD:MW22 hyper realistic animation. You have to do it manually. And these aren't using traditional animations, it relies on procedural animation just like receiver. Also showcased here the gun can jam such as (Double Feeds, Stovepipes). And some malfunctions such as (Failure to Feed, Wrongly Seated Mag). Its still WIP tho and I'm still going to make this framework support revolvers. And if you are asking why there are no arms, I didn't really added any arms. I have reasons just incase if you are curious. One, that FP arms kind of obstructs the player view when handling these weapons. Two, ravenfield doesn't have a real-time inverse kinematics support and even if ravenfield has, it will still look buggy. Three, as stated above "It uses procedural animations" and implementing hands support are kind of a pain to me.