Bullet Spread/Recoil Fix

by jenksta
Please explain why you're reporting this file:



Requires an ASI loader.
XLiveLess for IV+EFLC:

Some background:
You might have notice, that IV on the PC has bullet spread/recoil disabled when you use a keyboard and mouse. All your shots (even blindfiring) are 100% accurate. Though, when using a controller, the bullet spread/recoil is enabled.

For five years, this has been a problem, and nobody bothered fixing it.

What the mod does:
"Basically in iv's CWeapon::Fire function there's a call to a CWeapon::CalculateShotTargetAccuracy which calculates the target offset for the weapon shot (based on the peds weapon accuracy multiplier, current anim, e.t.c.), in this function there's a check for player peds (only applies if you they don't have a target entity (auto aim)) which checks a flag in the games control pad structure (set if theres any buttons pressed on the controller), if not using the controller the inaccuracy multiplier used is 0.1, however when using a controller the multiplier is set to 0.6."

This script tells the game to use the controller accuracy (bullet spread/recoil) even when you're using a mouse basically.

Just place shotstuff.asi into IV or EFLC's main directory (the folder that contains the game's .exe and the xlive.dll)
9.31/10 - 13 votes
Downloads: 2,936
Added: April 28, 2014 8:20PM
Last Downloaded: March 28, 2017 10:38PM
File Size: 3.76 KB

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So another script using only DLL. Thats perfect for me.
Posted on April 29, 2014 7:00PM by tall70
I'm assuming that's sarcasm? What's the problem?
Posted on April 29, 2014 7:23PM by cp1dell
Not a problem, i do prefer scripts not using ScriptHookDotNet.asi, like trainer is or those made by Skorpro too. Most people don't care, but with ScriptHookDotNet.asi u get rain indoors and loose few other effects, that's all.
Posted on April 29, 2014 8:45PM by tall70
I did put it in my game, appreciate your work dude.
Posted on April 29, 2014 8:52PM by tall70
Ah, alright. The "perfect for me" threw me off, haha. And this is not my work, jenksta just wanted me to save him the trouble of uploading it and everything.
Posted on April 29, 2014 9:23PM by cp1dell
This is awesome speaking if I try to modify the weapon info .xml for the non episodic weapons the Xbox Live detects it, so this works much better.
Posted on April 29, 2014 10:16PM by Smash Balls
Editing the WeaponInfo.xml (without a controller or this) would have no effect on Niko's accuracy. It would only affect the NPCs.
Posted on April 29, 2014 10:54PM by cp1dell
finally !!!! 10/10 but controller doesn't have a bullet recoil i played TLAD and IV with controller many times, if there is recoil is minimaly so much minimaly
Posted on April 30, 2014 6:52AM by Satyr15
Probably just a bug on your end. If you ever played IV+EFLC on the PS3, 360, or any other PC with a controller - there was bullet spread/recoil.

Not "recoil" as in the crosshair/screen jerked around, forcing you to refocus your aim. The longer you hold the fire button down, the bullets spread out more.

The picture I uploaded shows a slight example, but the wall is relatively close, so the spread isn't too large. In the video, the dumpsters in the second half are a bit further, and you can see how the bullets spread out instead of hitting your target dead on every shot.
Posted on April 30, 2014 1:03PM by cp1dell
i don't know like you guys, but my game always crash after some time play
Posted on May 3, 2014 9:53AM by Satyr15
Now we just need it the other way around ;) 10/10
Posted on May 7, 2014 1:36PM by LetsPlayOrDy
What do you mean? Disabling bullet spread/recoil? That's already there when you play with a mouse and keyboard. Most considered this a bug though, which is why jenksta wrote this script that forces the game to use bullet spread/recoil all the time.
Posted on May 7, 2014 4:37PM by cp1dell
At version does not work. Pls create mod for this version!
Posted on May 28, 2014 12:01AM by Jack9999 won't work..
Posted on September 29, 2014 8:11AM by Willy-fox
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