Difference between revisions of "Talk:Weapons"
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:: To be honest, I'd always assumed when playing that it did that already: was surprised to learn it didn't: knowing this, I shall be plinking a lot less! The [[Gun Spread Formula]] may be useful here. Looking at it, the best place to put a "first shot" thing might be a hidden, given-to-everyone perk with a "Calculate Gun Spread" [[Entry Point]]: add two separate rules to set it to multiply the spread by 1.5 or so if GetSecondsPassed <1, and by 0.5 if GetSecondsPassed >=1. Since it's really just the initial kick that knocks out the accuracy, it would be nice if there were a way to check whether you'd been firing for a certain length of time, and change the multiplier back to 1, but I don't think there is. Remember the point about perks needing to be [[:Category:Perk#Custom_Perk_Note|removed cleanly]] or you'll crash the game, remember that I've not tested any of this, and most of all, do remember to let us know if it works :D [[User:DewiMorgan|DewiMorgan]] 01:02, 14 April 2009 (UTC) | :: To be honest, I'd always assumed when playing that it did that already: was surprised to learn it didn't: knowing this, I shall be plinking a lot less! The [[Gun Spread Formula]] may be useful here. Looking at it, the best place to put a "first shot" thing might be a hidden, given-to-everyone perk with a "Calculate Gun Spread" [[Entry Point]]: add two separate rules to set it to multiply the spread by 1.5 or so if GetSecondsPassed <1, and by 0.5 if GetSecondsPassed >=1. Since it's really just the initial kick that knocks out the accuracy, it would be nice if there were a way to check whether you'd been firing for a certain length of time, and change the multiplier back to 1, but I don't think there is. Remember the point about perks needing to be [[:Category:Perk#Custom_Perk_Note|removed cleanly]] or you'll crash the game, remember that I've not tested any of this, and most of all, do remember to let us know if it works :D [[User:DewiMorgan|DewiMorgan]] 01:02, 14 April 2009 (UTC) | ||
::Looks like "Calculate Gun Spread" (and hence, the GetSecondsPassed) doesn't run when a shot is fired, but rather, runs more often than once a second (every frame?), even if you're not firing. It affects how much the weapon visibly waves around, even if you're just standing there. So the above idea does nothing but REDUCE the accuracy of weapons. Bah. [[User:DewiMorgan|DewiMorgan]] 23:15, 15 April 2009 (UTC) | ::Looks like "Calculate Gun Spread" (and hence, the GetSecondsPassed) doesn't run when a shot is fired, but rather, runs more often than once a second (every frame?), even if you're not firing. It affects how much the weapon visibly waves around, even if you're just standing there. So the above idea does nothing but REDUCE the accuracy of weapons. Bah. [[User:DewiMorgan|DewiMorgan]] 23:15, 15 April 2009 (UTC) | ||
== Function on Spread in Gun Spread Formula == | |||
Ajunta: It seems it works in fact, it can be inhibitated by the other factors in the formula, put a 0 there and you will shoot always straight, give a 100 and you dont hit anything even point blank, i guess you missed it during testing maybee due to another spreadsetting like one of the many spread condition multiplier being set to 0. | |||
Army L: It a very high value in Shutguns and other multi-projectile weapons. Perhaps it fuctions as a way to fling each bullet away from the precice aim of the gun. Setting this high on a weapon with low Min Spread seems to make the effects less noticeble. More later. |