Recoil System
To create a Recoil Map, go to: Create -> Aurora FPS -> Weapon -> Recoil Mapping
Recoil Mapping is a list of conditions and settings for the recoil of weapons based on their conditions.
To add a new condition, click on the plus sign and select the player's state.
After selecting the player's state (they can be combined) , you need to adjust the recoil.
There are 2 types of settings:
  1. 1.
    Setting up the return (Recoil)
  2. 2.
    Setting the deflection of bullets from the sight (Spread)

Recoil

This represents the recoil of the weapon.
Property
Description
Recoil Iteration
This is the pattern selection mode.
Pass: The pattern will be selected sequentially and will eventually loop over the last one. Loop: The pattern will be selected sequentially and will eventually move to the beginning and so cyclically.
Random: The pattern will be selected randomly.
Recoil Duration
This is the transition time to another vector that is described in the Recoil list.
Recoil
Here you can set a list of vectors that form a recoil pattern.
In Recoil, the number of vectors for the pattern is set
Next, each vector is filled in:
X-is responsible for horizontal recoil. A positive value moves the sight to the right. Y-is responsible for the vertical recoil. A positive value moves the sight up.

Spread

This represents the deviation of the bullets from the sight.
Property
Description
Spread Iteration
This is the pattern selection mode.
Pass: The pattern will be selected sequentially and will eventually loop over the last one. Loop: The pattern will be selected sequentially and will eventually move to the beginning and so cyclically.
Random: The pattern will be selected randomly.
Spread
Here the pattern of deflection of bullets is set.
The Spread specifies the number of elements for the pattern Then each element is filled in:
Property
Description
X Axis
Here you can set the horizontal range of bullets from X to Y
Y Axis
Here you can set the vertical range of bullets from X to Y

Shake Settings

Setting the camera to swing when shooting.