Difference between revisions of "Gun Spread Formula"

2,022 bytes added ,  20:41, 11 November 2009
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imported>SnakeChomp
(→‎Notes: The "spread" value on the weapon form is not used by the engine)
imported>DomFada
 
(12 intermediate revisions by 3 users not shown)
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GunSpread = Max( MinWeaponSpread, WeaponSpread )
__NOTOC__


'''Max''' is a function which returns which ever input value is the largest.
Spread = PerkModifiers(IronSightsBonus * CrouchBonus * (ConditionPenalty + SkillBonus) * (WalkPenalty + RunPenalty) + ArmPenalty)


'''MinWeaponSpread''' is the "min spread" value specified for the equipped weapon on the [[Weapons|weapon form]].
'''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.


'''WeaponSpread''' is calculated as follows.
'''IronSightsBonus''' = fGunSpreadIronSightsBase + fGunSpreadIronSightsMult * ''IsUsingIronSights''


WeaponSpread = PerkModifiers(IronSightsFactor * CrouchFactor * (ConditionFactor + SkillFactor) * (WalkFactor + RunFactor) + ArmFactor)
'''CrouchBonus''' = fGunSpreadCrouchBase + fGunSpreadCrouchMult * ''IsSneaking''


'''PerkModifiers''' is a function that modifies the input value using any perks active on the actor and returns the result.
'''ConditionPenalty''' = fGunSpreadCondBase + fGunSpreadCondMult * ''WeaponCondition''


'''IronSightsFactor''' = fGunSpreadIronSightsBase + fGunSpreadIronSightsMult
'''SkillBonus''' = fGunSpreadSkillBase + fGunSpreadSkillMult * ''ActorSkillValue''
:*fGunSpreadIronSightsBase = 1
:*fGunSpreadIronSightsMult = -0.65
:*:This value is 0 unless aiming with iron sights (holding the right mouse button with the default control scheme)


'''CrouchFactor''' = fGunSpreadCrouchBase + fGunSpreadCrouchMult
'''WalkPenalty''' = fGunSpreadWalkBase * !''IsRunning'' + fGunSpreadWalkMult * ''IsWalking''
:*fGunSpreadCrouchBase = 1
:!''IsRunning'' means that if ''IsRunning'' is 1, !''IsRunning'' is 0, and vice versa.
:*fGunSpreadCrouchMult = -0.4
:*:This value is 0 unless the actor is crouched (sneaking)


'''ConditionFactor''' = fGunSpreadCondBase + WeaponCondition * fGunSpreadCondMult
'''RunPenalty''' = (fGunSpreadRunBase + fGunSpreadRunMult) * ''IsRunning''
:*fGunSpreadCondBase =  0
:*fGunSpreadCondMult =  0
:*WeaponCondition is the condition of the weapon equipped by the actor
:*:This value is 1.0 at 100%, 0.5 at 50% and 0.0 at 0%


'''SkillFactor''' = fGunSpreadSkillBase + ActorSkillValue * fGunSpreadSkillMult
'''ArmPenalty''' = fGunSpreadArmBase + fGunSpreadArmMult * ''ArmCondition''
:*fGunSpreadSkillBase = 0.5
:*fGunSpreadSkillMult = -0.0050
:*ActorSkillValue is the actor's skill value for the skill used by the weapon.
:*:The skill value used is specified on the [[Weapons|weapon form]]


'''WalkFactor''' = fGunSpreadWalkBase + fGunSpreadWalkMult
:*fGunSpreadWalkBase = 1
:*:This value is zero unless the actor is walking or not moving
:*fGunSpreadWalkMult = 0
:*:This value is zero unless the actor is walking


'''RunFactor''' = fGunSpreadRunBase + fGunSpreadRunMult
''IsUsingIronSights'' is 1 if the actor is aiming with iron sights and 0 otherwise, but there is no function by this name.
:*fGunSpreadRunBase = 1
:*:This value is zero unless the actor is running
:*fGunSpreadRunMult = 0
:*:This value is zero unless the actor is running


'''ArmFactor''' = fGunSpreadArmBase + ArmCondition * fGunSpreadArmMult
''IsSneaking'' is the [[IsSneaking]] function.
:*fGunSpreadArmBase = 0.5
 
:*fGunSpreadArmMult = -0.5
''WeaponCondition'' is the condition of the weapon equipped by the actor.
:*ArmCondition = 1 or 0
:This value is 1.0 at 100%, 0.5 at 50% and 0.0 at 0%
:*:This value is the condition of the actor's arm. a value of 0 indicates a crippled arm, a value of 1 for a non crippled arm.
 
:*:'''Note: '''It is not known at this time whether only the condition of the weapon arm (right arm) matters, or if the condition of both arms is used.
''ActorSkillValue'' is the actor's skill value for the skill used by the weapon.
:The skill value used is specified on the [[Weapons|weapon form]]
 
''IsRunning'' is the [[IsRunning]] function.
 
''IsWalking'' is 1 if the actor is walking and 0 otherwise, but there is no function by this name.
 
''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.  
 
=== Game settings used by this formula ===
 
{{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}}
 
=== 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 ===
=== 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.


Most weapons have a non zero min spread value. Therefore, no matter how skilled you are with the weapon and 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.
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 (WalkFactor + RunFactor) part of the equation would be 0 when not moving, negating the other spread calculations.


With a weapon skill of 100, the default values for fGunSpreadSkillBase and fGunSpreadSkillMult result a SkillFactor value of 0, negating the effects of running, crouching, or using iron sights, but not negating arms being crippled.
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.
The "spread" value on the [[Weapons|weapon form]] is ignored by the game engine. Only the "min spread" value is used.


=== Variables not used by this formula ===
=== 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?


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*fNPCMaxGunWobbleAngle
*fNPCMaxGunWobbleAngle


=== Other notable settings ===
=== Other notable game settings ===
;fGunWobbleMultScope
;fGunWobbleMultScope
:Default 1
: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 of this, you should avoid modifying this setting, or else you will confuse players.
: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.
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