Installation

2 min readUpdated 2 weeks ago

Overview

ml_recoil is a client-driven weapon recoil and damage manager. It watches the held weapon, applies a camera kick and progressive spray per shot, and scales each weapon's damage engine-side. It has no UI and no database.

Quick Start

  • Download ml_recoil from the CFX Portal (Keymaster).
  • Extract it into your resources folder; keep the folder named ml_recoil.
  • Add it to your server.cfg after ml_bridge and ox_lib:
server.cfg
1ensure ox_lib
2ensure ml_bridge
3ensure ml_recoil
Load Order

ml_recoil must start after ml_bridge and ox_lib. If you also run ml_skills and want the recoil-trimming integration, start ml_skills before ml_recoil.

Database

No Database

ml_recoil stores no data and creates no tables. All state is per-client and in memory.

Item Registration

No Items Required

ml_recoil registers no inventory items. It operates on whatever weapons the player already holds.

Verify

After starting, the server console prints the startup banner:

text
1[ml_recoil] Resource started
2[ml_recoil] Developed by Micio Mods | miciomods.it

In game, equip a configured weapon (for example WEAPON_PISTOL) and fire: the camera should kick upward with a slight horizontal spread, climbing during sustained fire.

No recoil on a weapon: the weapon has no entry in Config.Weapons. Add a profile keyed by joaat('WEAPON_NAME').

Damage unchanged: confirm Config.DamageSystem.Enabled is true and the weapon has a base value in shared/vanilla_damage.lua; a missing base value keeps a modifier of 1.0.

Headshots still instant-kill: set Config.PvP.DisableHeadshotKills = true. The policy is applied on spawn and on every ped change.

No skill effect: the multiplier returns 1.0 until you wire a skill source in the open hooks. With ml_skills running, the betterAccuracy effect is read automatically on the client.