Difference between revisions of "Category:Combat"

249 bytes removed ,  14:50, 14 January 2009
→‎Gun Combat: link to gun spread formula instead of duplicating a subset of information
imported>Bnesmith
 
imported>SnakeChomp
(→‎Gun Combat: link to gun spread formula instead of duplicating a subset of information)
 
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As you hold your gun, or shoot it, an animation is played that wobbles it back and forth. Any shot you take will always line up with the actual axis of the gun, at least until other factors are considered. Therefore, even though your crosshairs are steady, your gun is actually pointing at locations all around it.
As you hold your gun, or shoot it, an animation is played that wobbles it back and forth. Any shot you take will always line up with the actual axis of the gun, at least until other factors are considered. Therefore, even though your crosshairs are steady, your gun is actually pointing at locations all around it.


The wobble animation is dampened by your skill. At a skill of 1, the animation plays unaltered, and currently imposes up to a 5 degree variation in your shooting. At a skill of 100, there is no wobble, and your gun is aimed directly at the crosshairs. This applies to all actors, not just the player. Iron sights reduces the wobble by 65%.
For information on how the amount of wobble is determined, see the [[Gun Spread Formula]].


[[Category:Actor Behavior]]
[[Category:Actor Behavior]]
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