Difference between revisions of "Talk:Gun Spread Formula"
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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 |