DayZ
514 ratings
sGunplay
8
5
3
8
6
2
7
2
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
322.557 KB
4 Jun, 2021 @ 8:25am
3 Jun @ 7:33am
22 Change Notes ( view )

Subscribe to download
sGunplay

In 1 collection by simonvic
sUDE
3 items
Description





What is sGunplay

sGunplay is the second module of the much more ambitious sUDE project.
Its main goal is to give a slightly more hardcore and different experience, but carefully balanced to don't make it feel much different from the vanilla game, while improving the PvP (and PvE) in many aspect.

Key aspects and reasons of the mod

The current DayZ gunplay feels too fast and arcade, with sGunplay I try to fix that problem (Keep in mind that it still lacks some core features, therefore it doesn't completely represent the final vision I have for the gunplay)
  • sGunplay incentives a more thought-out and slightly slower PvP.
  • Running and shooting, rushing enemies while hipfiring and other things that make the game feel like an arcade-type shooter, are less rewarding
  • Your inventory now plays a big role in recoil control, precision and weapon handling. Think twice what weapon to use and what stuff you really need to bring with you when going to PvP hot zones (the sClothing module, with layered clothing, redesigned inventory slots and more, will majorly modify this aspect, so stay tuned)
  • A more dynamic and always different PvP, thanks to the many features added.



Differences from vanilla DayZ

Less arcadeish gameplay
sGunplay rewards a slower paced PvP/PvE
  • Slower AimingDownSight (ADS) time, less snappy, robotic and arcadey animation (procedural ADS times will come with future updates)
  • "Focus" mechanic. Holding your breath will help you focus while in ADS, giving less sway and more precision. The focus speed will change based on the player stance
  • Reduced FieldOfView while aiming ADS, which combined with the new "focus" mechanic incentivate the player to think twice before shooting

Procedural weapon inertia
No more insane 360° flicks with a 5kg weapon, thanks to the new dybamic inertia system based on:
  • Weapon weight
  • Inventory weight
  • Player stance (erect, crouched, prone)
  • Movement speed
  • Hipfire (inertia will be much stronger while hipfiring)
  • Player injury state

Procedural weapon recoil
The weapon recoil system has been remade from scratch, which allowed me to make it more realistic, visually more appealing and more dynamic, based on:
  • Attachments (more to come in the future)
  • Character strength (vanilla softskill you see when you open the inventory)
  • Player stance (erect, crouched, prone)
  • Inventory weight
  • Movement (you'll be able to control recoil much better while standing still)
  • Hipfire (while hipfiring you won't be able to control the recoil very easily)

Completely reworked player cameras
  • Deadzone! It is also possible to tweak the deadzone strength as you wish
  • "PictureInPicture" (PiP) emulation. The mangifying optic lens effect has received a major overhaul to better emulate the dual render technic used by games like Insurgency or EscapeFromTarkov. And it also is compatible with deadzone!
  • The camera is not "tied" to the weapon anymore
  • Customizable DepthOfField while ADS
  • It's possible to Freelook while ADS (only with ironsights and non-magnifying optics)
  • It's possible to visually inspect the weapon (only with ironsights and non-magnifying optics)

Dynamic crosshair
The dynamic crosshair is inspired from the .62 version of DayZ. Such crosshair would help you while hipfiring, showing you where your gun is point at; so it will be much easier to understand if you're shooting a tree or the enemy behind it .
  • It can be enabled/disabled from the menu settings
  • Servers can decide to disable it by toggling the crosshair options in the serverDZ.cfg

Improved sway and stamina drain
  • The weapon sway (caused by the breathing) is a lot more predictable and much easier to control (without crazy spasm from your character).
  • Holding your breath will drain your stamina a bit slower than vanilla. This has been done to compensate the "time" you need to focus, while also making the timing more plausible, gameplay and realism wise

Other additions
  • You will slightly retract your weapon before lifting it up when you're close to hit a wall. It will help you a lot during CQB!

Need help?
Come over to my DISCORD[discord.gg]

FAQs
Why does my weapon uncontrollably shakes up and down when aiming?
It's likely that you're using some unlimited stamina mod; unfortunately some of them are implemented incorrectly and cause this issue in sGunplay.
You can implement unlimited stamina, without using any mod, via the cfgGameplay.json configuration file https://community.bistudio.com/wiki?title=DayZ:Gameplay_Settings, by editing the fields in the Stamina section

How can I stop my players to change the in-game settings?
You can use server side constraints[simonvic.github.io] to constrain/lock the settings.
If you're unfamiliar with editing .json files, you can use this helper tool[simonvic.github.io]

Modding
How to make a weapon compatible
- If you use vanilla recoils for your modded weapon, there is nothing you have to do!
- If instead you use a custom recoil and want to make it compatible with sGunplay you may need to specify some more values.
Come in the DISCORD[discord.gg] for a more detailed guide

How to make an optic compatible
All you have to do is to change the PPMaskProperties and PPLensProperties inside your config.cpp.
In both cases the X and Y position must be set to 0.0
Come in the DISCORD[discord.gg] for a more detailed guide


Github page
For a better insight give a look at the github page: https://github.com/simonvic/sGunplay

Monetization
You are hereby given monetization approval, as long as you follow the DayZ Server Monetization rules[www.bohemia.net] and have obtained permission from Bohemia

Repack
You are NOT allowed to repack any part of this mod, unless given my explicit consent

Contact me
Found a bug or want to give a suggestion? Feel free to contact me!
Discord server: DISCORD[discord.gg]


Buy me a coffee
[paypal.me]
Popular Discussions View All (2)
2
9 Sep @ 1:10am
Прекрасный мод! Но...
MISOLATE
355 Comments
MOGILSHIK_1 20 Sep @ 4:53pm 
Hi everyone, those who play on servers with this mod — could you recommend a server with this mod that is *not hardcore* and *not RP*, where it’s easy to survive and there are lots of fights? I play on a hardcore server with this mod, but there are very few shootouts there, so I want to practice shooting on other servers.
simonvic  [author] 13 Sep @ 10:15am 
(I gave you a more exhaustive answer on the discord)
Anyway, you can simply redefine the `magnification` attribute

class PistolOptic;
class RangerOptic : PistolOptic {
s_pipMagnification = 0.69;
};

About the requiredAddons, assuming that `RangerOptic` is an item you've created, I suggest not adding sGunplay as a required addon; this way your mod will work with or without sGunplay :)

If instead you're "overriding" a property of an item that I define in sGunplay itself, you want to add it as a required addon to ensure your mod gets loaded after, hence effectively overriding the property
Demon 13 Sep @ 9:29am 
seems i got a brainfart when i wrote the previous, meant more "pip-zoom"
Demon 13 Sep @ 9:23am 
class PistolOptic;
class RangerOptic: PistolOptic
thats how its set up on my config and seems to act like the vanilla PistolOptic, tho i'd want it to have just a tad more(so the head stays still but the pip zooms in a bit more than by default). Do i add sGunplay as req and add the code under the scope or in the main config?
simonvic  [author] 13 Sep @ 8:44am 
heyo :)
give this a read: https://community.bistudio.com/wiki/Class_Inheritance

In short: if your item class inherits from the "original" item class, then yes, it will inherit optics effects too

[code]
class OriginalOptic : ItemOptics {
name = "Original optic";
s_pipMagnification = 0.69;
// other things here...
};

class YourOptic : OriginalOptic {
name = "your new fancy optic";
};
[/code]

YourOptic will inherit pip attributes
Demon 13 Sep @ 8:32am 
Correct me if im wrong, but if i make a scope, for example, a copy of the handgun scope, but with different magnification(and name obviously), it should have the same effects apply as the "basemodel" without any extra shenanigans?
simonvic  [author] 12 Sep @ 1:12pm 
no worries :)
If you'll ever find some unbalanced weapons or attachments, feel free to report them on the discord server
faerbolt 12 Sep @ 12:30pm 
I watched the video review, it was the idiots on the server who made the recoil so strong, sorry
simonvic  [author] 12 Sep @ 11:49am 
whoa @faerbolt, those are some strong words for something you got for free lmao

Are you using some broken/misconfigured modded weapon? If so, is the server using the appropriate patches?

Also, what attachments are you using? (they heavily affect recoil)

> The recoil is as if it were controlled by a 10 year old child
no weapon has such strong recoil, unless it's a bug