Difference between revisions of "Talk:Gun Spread Formula"

1,462 bytes added ,  19:38, 11 November 2009
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imported>Henning
imported>DomFada
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:[[User:Raven55|Raven55]] 19:31, 22 June 2009 (GMT -5)
:[[User:Raven55|Raven55]] 19:31, 22 June 2009 (GMT -5)
== How "Min Spread" REALLY works ==
Just finished a comprehensive round of testing, and I finally figured out exactly how Min. Spread interacts with bullet path. It's in fact surprisingly simple.
1. The Spread Formula, as you wrote it, controls the wobble of the player's arm and torso. This gives us a barrel axis.
2. Whenever a shot is fired, each single projectile will have a trajectory determined by the barrel axis, modified by the Min. Spread value.
So, as suggested above, Min. Spread is in fact added to regular spread. This has gameplay implications : you can for example have a very precise shotgun (Min. Spread of 1.5), in the hands of a very clumsy shooter (large Gun Spread Formula value). The character's aim will wander widely, but the pellets in each shot will stay tightly grouped.
So, to summarize :
- Gun Spread Formula = player's aim
- Min. Spread = weapon's own precision
Testing this is easy : take a vanilla Fallout3, modify the base 10mm to have a 0 Min. Spread, and set fGunSpreadCondBase to 20. Load a game, spawn a brand new gun, set smallguns to 100. Shoot - your arm goes everywhere, but each bullet follows a visibly straight path. Now set fGunSpreadCondBase to 0, and Min. Spread to 20. Your gun stays still, bullets fly everywhere.
With that in mind, it may be a good idea to rename the Gun Spread Formula to Aim Spread Formula, or something to that effect.
[[User:DomFada|DomFada]] 23:38, 11 November 2009 (UTC)DomFada
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