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Anyone currently digging into Rust's recoil logic for their own internal/external project?
I’m tired of seeing the same braindead questions posted daily about zero-recoil scripts. Most of these "developers" are just peddling basic math and stolen pastes for ridiculous prices. Stop buying that garbage. Here is everything you need to build your own stuff from the ground up.
1. Recoil Tables
Forget the public paste tables. If you want accuracy, use a Unity asset bundle extractor on content.bundle in your game directory. You can pull the values for the AnimationCurve directly. Unity uses a custom cubic bezier curve—if you grab these values yourself, your script won't break after every game update.
2. The Conversion Math
Raw data is useless without context. Calculate the delta between your shots:
3. Implementation & Smoothing
Don't just slam mouse_event. Use a decent Timer class to track your animation times and Linear Interpolation (Lerp) to distribute the mouse movement evenly. Using a simple SleepEx loop for your repeat delay is standard, but accuracy comes down to how you handle your Timer class.
Preventive Troubleshooting
This is just the foundation. If you can't figure out the rest, maybe stick to learning Python basics before jumping into game hacking.
Anyone else successfully pulled the curve values from the latest bundle updates?
I’m tired of seeing the same braindead questions posted daily about zero-recoil scripts. Most of these "developers" are just peddling basic math and stolen pastes for ridiculous prices. Stop buying that garbage. Here is everything you need to build your own stuff from the ground up.
1. Recoil Tables
Forget the public paste tables. If you want accuracy, use a Unity asset bundle extractor on content.bundle in your game directory. You can pull the values for the AnimationCurve directly. Unity uses a custom cubic bezier curve—if you grab these values yourself, your script won't break after every game update.
Code:
//Assault-Rifle
[[1.390706, -2.003941], [1.176434, -3.844176], [3.387171, -5.516686], [5.087049, -7.017456], [5.094189, -8.342467], [4.426013, -9.487704], [3.250455, -10.44915], [1.73545, -11.22279], [0.04893398, -11.8046], [-1.641158, -12.19056], [-3.166891, -12.58713], [-4.360331, -13.32077], [-5.053545, -14.32128], [-5.090651, -15.51103], [-4.489915, -16.81242], [-3.382552, -18.14783], [-1.899585, -19.43966], [-0.1720295, -20.61031], [1.669086, -21.58213], [3.492748, -22.27755], [5.16793, -22.61893], [6.563614, -22.81778], [7.548776, -23.37389], [7.992399, -24.21139], [7.512226, -25.23734], [6.063792, -26.35886], [4.117367, -27.48302], [2.143932, -28.51692], [0.6144824, -29.36766]]
//Custom-SMG
[[0.6512542, -1.305408], [0.9681615, -2.599905], [0.9872047, -3.859258], [0.6951124, -5.05923], [0.2062594, -6.175588], [-0.3338249, -7.184096], [-0.7796098, -8.060521], [-0.9855663, -8.812342], [-0.8372459, -9.496586], [-0.4148501, -10.11968], [0.1267298, -10.68622], [0.6324611, -11.20081], [0.9473124, -11.66807], [0.9353167, -12.09258], [0.6385964, -12.47896], [0.1786009, -12.83181], [-0.3247314, -13.15574], [-0.7514643, -13.45534], [-0.9816588, -13.73522],
[-0.9354943, -13.99999], [-0.714118, -14.25425], [-0.4193012, -14.5026], [-0.1487077, -14.74965]]
//LR-300
[[0.09836517, -1.004928], [0.3469534, -2.248523], [0.7512205, -3.575346], [1.326888, -4.829963], [1.958069, -5.858609], [2.527623, -6.687347], [2.918412, -7.399671], [3.007762, -8.005643], [2.641919, -8.515327], [1.950645, -8.938788], [1.144313, -9.286088], [0.4332969, -9.567291], [0.02797037, -9.793953], [0.04550591, -9.992137], [0.2685102, -10.17017], [0.6408804, -10.33037], [1.127565, -10.47505], [1.693516, -10.60654], [2.303682, -10.72716], [2.923013, -10.83923], [3.516459, -10.94506], [4.04897, -11.04699], [4.485496, -11.14732], [4.790986, -11.24838], [4.92656, -11.35249], [4.387823, -11.46197], [3.16274, -11.57914], [1.714368, -11.70632], [0.5057687, -11.84584]]
//M249
[[0.0, -2.75], [0.0, -5.5], [0.0, -8.25], [0.0, -11.0], [0.0, -13.75], [0.0, -16.5], [0.0, -19.25], [0.0, -22.0], [0.0, -24.75], [0.0, -27.5], [0.0, -30.25], [0.0, -33.0], [0.0, -35.75], [0.0, -38.5], [0.0, -41.25], [0.0, -44.0], [0.0, -46.75], [0.0, -49.5], [0.0, -52.25], [0.0, -55.0], [0.0, -57.75], [0.0, -60.5], [0.0, -63.25], [0.0, -66.0], [0.0, -68.75], [0.0, -71.5], [0.0, -74.25], [0.0, -77.0], [0.0, -79.75], [0.0, -82.5], [0.0, -85.25], [0.0, -88.0], [0.0, -90.75], [0.0, -93.5], [0.0, -96.25], [0.0, -99.0], [0.0, -101.75], [0.0, -104.5], [0.0, -107.25], [0.0, -110.0], [0.0, -112.75], [0.0, -115.5], [0.0, -118.25], [0.0, -121.0], [0.0, -123.75], [0.0, -126.5], [0.0, -129.25], [0.0, -132.0], [0.0, -134.75], [0.0, -137.5], [0.0, -140.25], [0.0, -143.0], [0.0, -145.75], [0.0, -148.5], [0.0, -151.25], [0.0, -154.0], [0.0, -156.75], [0.0, -159.5], [0.0, -162.25], [0.0, -165.0], [0.0, -167.75], [0.0, -170.5], [0.0, -173.25], [0.0, -176.0], [0.0, -178.75], [0.0, -181.5], [0.0, -184.25], [0.0, -187.0], [0.0, -189.75], [0.0, -192.5], [0.0, -195.25], [0.0, -198.0], [0.0, -200.75], [0.0, -203.5], [0.0, -206.25], [0.0, -209.0], [0.0, -211.75], [0.0, -214.5], [0.0, -217.25], [0.0, -220.0], [0.0, -222.75], [0.0, -225.5], [0.0, -228.25], [0.0, -231.0], [0.0, -233.75], [0.0, -236.5], [0.0, -239.25], [0.0, -242.0], [0.0, -244.75], [0.0, -247.5], [0.0, -250.25], [0.0, -253.0], [0.0, -255.75], [0.0, -258.5], [0.0, -261.25], [0.0, -264.0], [0.0, -266.75], [0.0, -269.5], [0.0, -272.25], [0.0, -275.0], [0.0, -277.75]]
//M39-Rifle
[[0.0, -3.5], [0.0, -7.0], [0.0, -10.5], [0.0, -14.0], [0.0, -17.5], [0.0, -21.0], [0.0, -24.5], [0.0, -28.0], [0.0, -31.5], [0.0, -35.0], [0.0, -38.5], [0.0, -42.0], [0.0, -45.5], [0.0, -49.0], [0.0, -52.5], [0.0, -56.0]]
//M92
[[0, -3.75], [0, -7.5], [0, -11.25], [0, -15.0], [0, -18.75], [0, -22.5], [0, -26.25], [0, -30.0], [0, -33.75], [0, -37.5], [0, -41.25], [0, -45.0], [0, -48.75], [0, -52.5], [0, -56.25], [0, -60.0]]
//MP5
[[0, -0.8688382], [0, -2.042219], [-2.992364e-14, -3.370441], [-0.5103882, -4.703804], [-1.687297, -5.892606], [-2.999344, -6.787148], [-3.915147, -7.311441], [-3.948318, -7.742482], [-3.224567, -8.127406], [-2.228431, -8.468721], [-1.438722, -8.768936], [-1.288914, -9.03056], [-1.598686, -9.2561], [-2.154637, -9.448063], [-2.826861, -9.60896], [-3.485454, -9.741299], [-4.000507, -9.847586], [-4.242117, -9.930332], [-4.184897, -9.992043], [-3.969568, -10.03523], [-3.629241, -10.0624], [-3.194572, -10.07606], [-2.696223, -10.07872], [-2.16485, -10.07288], [-1.631112, -10.06106], [-1.125667, -10.04577], [-0.6791761, -10.02951], [-0.3222946, -10.01479], [-0.08568263, -10.00412]]
//Nailgun
[[0.0, -2.5], [0.0, -5.0], [0.0, -7.5], [0.0, -10.0], [0.0, -12.5], [0.0, -15.0], [0.0, -17.5], [0.0, -20.0], [0.0, -22.5], [0.0, -25.0], [0.0, -27.5], [0.0, -30.0], [0.0, -32.5], [0.0, -35.0], [0.0, -37.5], [0.0, -40.0], [0.0, -42.5]]
//Python-Revolver
[[0.0, -8.0], [0.0, -16.0], [0.0, -24.0], [0.0, -32.0], [0.0, -40.0], [0.0, -48.0], [0.0, -56.0]]
//Revolver
[[0.0, -2.5], [0.0, -5.0], [0.0, -7.5], [0.0, -10.0], [0.0, -12.5], [0.0, -15.0], [0.0, -17.5], [0.0, -20.0], [0.0, -22.5]]
//Semi-Auto-Pistol
[[0.0, -4.0], [0.0, -8.0], [0.0, -12.0], [0.0, -16.0], [0.0, -20.0], [0.0, -24.0], [0.0, -28.0], [0.0, -32.0], [0.0, -36.0], [0.0, -40.0], [0.0, -44.0]]
//Semi-Auto-Rifle
[[0.0, -3.25], [0.0, -6.5], [0.0, -9.75], [0.0, -13.0], [0.0, -16.25], [0.0, -19.5], [0.0, -22.75], [0.0, -26.0], [0.0, -29.25], [0.0, -32.5], [0.0, -35.75], [0.0, -39.0], [0.0, -42.25], [0.0, -45.5], [0.0, -48.75], [0.0, -52.0]]
//Thompson
[[0.7399524, -1.565956], [1.011324, -3.109221], [0.8437103, -4.587918], [0.3127854, -5.960169], [-0.3338249, -7.184096], [-0.8446444, -8.217823], [-0.9689822, -9.093672], [-0.6067921, -9.877484], [0.01632042, -10.57721], [0.6324611, -11.20081], [0.9737339, -11.75624], [0.8438975, -12.25145], [0.3745165, -12.6944], [-0.2263549, -13.09305], [-0.7514643, -13.45534], [-0.9935587, -13.78924], [-0.862007, -14.1027], [-0.5397906, -14.40368], [-0.1962007, -14.70013]]
2. The Conversion Math
Raw data is useless without context. Calculate the delta between your shots:
Code:
dx = (cur_shot.x - last_shot.x)
dy = (cur_shot.y - last_shot.y)
// Calculate your multiplier:
float mult = -0.03f * (sensitivity * 3.0f) * (fov / 100.0f);
// Convert to pixel values:
float px_x = (dx / mult);
float px_y = (dy / mult);
3. Implementation & Smoothing
Don't just slam mouse_event. Use a decent Timer class to track your animation times and Linear Interpolation (Lerp) to distribute the mouse movement evenly. Using a simple SleepEx loop for your repeat delay is standard, but accuracy comes down to how you handle your Timer class.
Code:
void SmoothMove(float x, float y, float time)
{
Timer timer;
Vector2 target = {x, y};
Vector2 total_moved;
float elapsed = timer.Elapsed();
while (elapsed < time)
{
float t = elapsed / time;
Vector2 to_move = (target.Lerp(t) - total_moved).Floor();
MouseMove(to_move);
total_moved += to_move;
SleepEx(1, false);
}
}
Preventive Troubleshooting
- Ensure your sensitivity/FOV variables in the script match your game config exactly.
- If you're using C++, handle your Vector2 class properly to avoid overflow errors.
- Don't run this as admin if you're trying to stay under the radar—that's a quick way to get flagged by EAC.
- If the movement is jittery, check your mouse_event polling rate.
This is just the foundation. If you can't figure out the rest, maybe stick to learning Python basics before jumping into game hacking.
Anyone else successfully pulled the curve values from the latest bundle updates?