Difference between revisions of "Talk:Gun Spread Formula"
→Clearer Formatting: Update my last comment with more information about nonstandard base+mult*value instances
imported>SnakeChomp |
imported>SnakeChomp (→Clearer Formatting: Update my last comment with more information about nonstandard base+mult*value instances) |
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::::I see now that this page is missing a clear explanation that a value of 0 is the best result from this formula and values higher than 0 are worse. Without this information it is not immediately clear what the words "Bonus" and "Penalty" mean in the context of this equation. | ::::I see now that this page is missing a clear explanation that a value of 0 is the best result from this formula and values higher than 0 are worse. Without this information it is not immediately clear what the words "Bonus" and "Penalty" mean in the context of this equation. | ||
::::I chose names like "Crouch Bonus" specifically because when you are crouching you have less weapon spread, or in other words you gain bonus accuracy while crouching, hence the "crouch bonus". "Bonus" is being used to convey the result the user will observe, it is not meant to indicate how the variable is used in the equation. | ::::I chose names like "Crouch Bonus" specifically because when you are crouching you have less weapon spread, or in other words you gain bonus accuracy while crouching, hence the "crouch bonus". "Bonus" is being used to convey the result the user will observe, it is not meant to indicate how the variable is used in the equation. | ||
::::Also, don't forget that this isn't the only formula page. Among all the formula pages, there are | ::::Also, don't forget that this isn't the only formula page. Among all the formula pages, there are three known cases where the ''base + mult * value'' style does not hold. On the [[Weapon Damage Formula]] page you have <tt>WeaponDamage * fDamageSkillBase + ActorSkillValue * fDamageSkillMult</tt>, and on this formula page you have <tt>fGunSpreadWalkBase * (''IsWalking'' || !''IsMoving'') + fGunSpreadWalkMult * ''IsWalking''</tt> and <tt>(fGunSpreadRunBase + fGunSpreadRunMult) * ''isRunning''</tt>. (Note that your mockup page is incorrect when it describes the WalkFactor and RunFactor.) Instead of trying to explain what things like <tt>foo * (''IsWalking'' || !''IsMoving'')</tt> mean, I tried to use regular sentences to say that certain values are 0 in certain situations. In looking at the mockup page using a <tt>foo * ''IsWalking''</tt> style again, it doesn't seem so unreasonable to do it this way, but I am a programmer in my day job, so things like that make perfect sense to me. I cannot really know what makes more sense to non programmers. I think it's safe to say that <tt>fGunSpreadWalkBase * (''IsWalking'' || !''IsMoving'')</tt> would require an english explanation for non programmers to understand it. | ||
::::--[[User:SnakeChomp|SnakeChomp]] 03:40, 29 December 2008 (UTC) | ::::--[[User:SnakeChomp|SnakeChomp]] 03:40, 29 December 2008 (UTC) | ||