Difference between revisions of "Gun Spread Formula"

4,314 bytes added ,  20:41, 11 November 2009
no edit summary
imported>SnakeChomp
(Gun spread formula)
 
imported>DomFada
 
(17 intermediate revisions by 3 users not shown)
Line 1: Line 1:
=== Variables ===
__NOTOC__


;fGunSpreadSkillBase = SB
Spread = PerkModifiers(IronSightsBonus * CrouchBonus * (ConditionPenalty + SkillBonus) * (WalkPenalty + RunPenalty) + ArmPenalty)
:Default 0.5


;fGunSpreadSkillMult = SM
'''PerkModifiers''' is a function that modifies the input value using any perks active on the actor that have a "Calculate Gun Spread" [[Entry Point]] and returns the result.
:Default -0.0050


;Actor skill with the given weapon = S
'''IronSightsBonus''' = fGunSpreadIronSightsBase + fGunSpreadIronSightsMult * ''IsUsingIronSights''


;fGunSpreadIronSightsBase = ISB
'''CrouchBonus''' = fGunSpreadCrouchBase + fGunSpreadCrouchMult * ''IsSneaking''
:Default 1


;fGunSpreadIronSightsMult = ISM
'''ConditionPenalty''' = fGunSpreadCondBase + fGunSpreadCondMult * ''WeaponCondition''
:Default -0.65
:This value is 0 unless aiming with iron sights (holding the right mouse button with the default control scheme)


;fGunSpreadWalkBase = WB
'''SkillBonus''' = fGunSpreadSkillBase + fGunSpreadSkillMult * ''ActorSkillValue''
:Default 1
:This value is 0 when running, but applies when stationary or walking


;fGunSpreadWalkMult = WM
'''WalkPenalty''' = fGunSpreadWalkBase * !''IsRunning'' + fGunSpreadWalkMult * ''IsWalking''
:Default 0
:!''IsRunning'' means that if ''IsRunning'' is 1, !''IsRunning'' is 0, and vice versa.
:This value is non zero only when walking


;fGunSpreadRunBase = RB
'''RunPenalty''' = (fGunSpreadRunBase + fGunSpreadRunMult) * ''IsRunning''
:Default 1
:This value is non zero only when running


;fGunSpreadRunMult = RM
'''ArmPenalty''' = fGunSpreadArmBase + fGunSpreadArmMult * ''ArmCondition''
:Default 0
:This value is non zero only when running


;fGunSpreadCrouchBase = CrB
:Default 1


;fGunSpreadCrouchMult = CrM
''IsUsingIronSights'' is 1 if the actor is aiming with iron sights and 0 otherwise, but there is no function by this name.
:Default -0.4
:This value is 0 unless the actor is crouched (sneaking)


;fGunSpreadArmBase = AB
''IsSneaking'' is the [[IsSneaking]] function.
:Default 0.5


;fGunSpreadArmMult = AM
''WeaponCondition'' is the condition of the weapon equipped by the actor.
:Default -0.5
:This value is 1.0 at 100%, 0.5 at 50% and 0.0 at 0%


;Actor arm condition = AC
''ActorSkillValue'' is the actor's skill value for the skill used by the weapon.
:1 at 100% condition, 0 when crippled
:The skill value used is specified on the [[Weapons|weapon form]]


;fGunSpreadCondBase = CB
''IsRunning'' is the [[IsRunning]] function.
:Default 0


;fGunSpreadCondMult = CM
''IsWalking'' is 1 if the actor is walking and 0 otherwise, but there is no function by this name.
:Default 0


;Any perks that affect gun spread = PerkModifiers(x) => y
''ArmCondition'' is the condition of the actor's arm.
:*When using a one handed weapon, ''ArmCondition'' is 1 with a healthy right arm and 0 with a crippled right arm.
:*When using a two handed weapon, ''ArmCondition'' is 1 with both arms healthy, 0.5 with 1 arm crippled, 0 with two arms crippled.


=== Formula ===
=== Game settings used by this formula ===
Gun Spread = PerkModifiers((AB + AC * AM) + (ISB + ISM) * (CrB + CrM) * (CB + C * CM + SB + S * SM) * (WB + WM + RB + RM))


=== Formula notes ===
{{SettingGroupHeader}}
{{SettingGroupSetting
|Name = fGunSpreadIronSightsBase
|Default = 1
|Description = Used when calculating ''IronSightsBonus''
}}
{{SettingGroupSetting
|Name = fGunSpreadIronSightsMult
|Default = -0.65
|Description = Used when calculating ''IronSightsBonus''
}}
{{SettingGroupSetting
|Name = fGunSpreadCrouchBase
|Default = 1
|Description = Used when calculating ''CrouchBonus''
}}
{{SettingGroupSetting
|Name = fGunSpreadCrouchMult
|Default = -0.4
|Description = Used when calculating ''CrouchBonus''
}}
{{SettingGroupSetting
|Name = fGunSpreadCondBase
|Default = 0
|Description = Used when calculating ''ConditionPenalty''
}}
{{SettingGroupSetting
|Name = fGunSpreadCondMult
|Default = 0
|Description = Used when calculating ''ConditionPenalty''
}}
{{SettingGroupSetting
|Name = fGunSpreadSkillBase
|Default = 0.5
|Description = Used when calculating ''SkillBonus''
}}
{{SettingGroupSetting
|Name = fGunSpreadSkillMult
|Default = -0.0050
|Description = Used when calculating ''SkillBonus''
}}
{{SettingGroupSetting
|Name = fGunSpreadWalkBase
|Default = 1
|Description = Used when calculating ''WalkPenalty''
}}
{{SettingGroupSetting
|Name = fGunSpreadWalkMult
|Default = 0
|Description = Used when calculating ''WalkPenalty''
}}
{{SettingGroupSetting
|Name = fGunSpreadRunBase
|Default = 1
|Description = Used when calculating ''RunPenalty''
}}
{{SettingGroupSetting
|Name = fGunSpreadRunMult
|Default = 0
|Description = Used when calculating ''RunPenalty''
}}
{{SettingGroupSetting
|Name = fGunSpreadArmBase
|Default = 0.5
|Description = Used when calculating  ''ArmPenalty''
}}
{{SettingGroupSetting
|Name = fGunSpreadArmMult
|Default = -0.5
|Description = Used when calculating ''ArmPenalty''
}}
{{SettingGroupFooter}}


The default value of 1 for WB is important in this formula. Without it, the (WB + WM + RB + RM) factor would be 0 when not moving, meaning you would never have any gun spread while stationary.
=== Second spread formula ===


Use of an additional formula for the gun's own spread has been suggested, taking into account the role of Min. Spread and Spread. Until it's been validated and this page changed, see the "Discussion" page for details.
=== Minimum Spread ===
The gun spread value used by the game engine will never be less than the "Min Spread" value specified on the [[Weapons|weapon form]] for the equipped weapon. If the value given by the formula is less than the "Min Spread" value, the value from the formula will be ignored and the "Min Spread" value for the weapon will be used instead.
Most weapons have a non zero value for "Min Spread". Therefore, no matter how skilled you are with the weapon or what perks you have, your weapon will always have a slight amount of spread. One notable exception to this are sniper rifles, which have 0 minimum spread, allowing weapon spread to be eliminated with a small guns skill of 100.  The laser pistol and rifle also have 0 min spread.
=== Notes ===
This formula has been derived by systematically tweaking the settings using the console and observing the effects on the magnitude of weapon sway.
This formula has been derived by systematically tweaking the settings using the console and observing the effects on the magnitude of weapon sway.


=== Variables not used by this formula ===
Spread is also taken into account when determining VATS accuracy, and is the primary way that weapon skill affects VATS accuracy.
 
The default value of 1 for fGunSpreadWalkBase is important in this formula. Without it, the (WalkPenalty + RunPenalty) part of the equation would be 0 when not moving, negating the other spread calculations.
 
The "spread" value on the [[Weapons|weapon form]] is ignored by the game engine. Only the "min spread" value is used.
 
=== Game settings not used by this formula ===
These are variables that should logically have an impact on this formula but do not appear to have any effect on the player character's gun spread when tweaked. Further research into these settings should be performed. Perhaps they only effect NPC gun spread?
These are variables that should logically have an impact on this formula but do not appear to have any effect on the player character's gun spread when tweaked. Further research into these settings should be performed. Perhaps they only effect NPC gun spread?


Line 72: Line 140:
*fGunSpreadNPCArmBase
*fGunSpreadNPCArmBase
*fGunSpreadNPCArmMult
*fGunSpreadNPCArmMult
*fNPCMaxGunWobbleAngle
=== Other notable game settings ===
;fGunWobbleMultScope
:Default value: 1.0
:This setting controls how much scoped weapons will wobble when aiming with the scope, but '''it does not modify the weapon spread.''' If you modify some game settings to give the sniper rifle considerable wobble and set this setting to 0, the cross hairs will not wobble when you use the scope, but the bullets will still fly off course because the gun is still wobbling (you just don't notice it anymore). Because of this, you should avoid modifying this setting, or else you will confuse players.
Anonymous user