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Shotgun

Posted: Sat Mar 08, 2008 9:09 am
by Minwu325
Is it possible to mod the Shotgun so that the bullets spread out more, making it less accurate at mid range?

Re: Shotgun

Posted: Sat Mar 08, 2008 12:42 pm
by SBF_Dann_Boeing
Minwu325 wrote:Is it possible to mod the Shotgun so that the bullets spread out more, making it less accurate at mid range?

Code: Select all

MinRange            = "0"
OptimalRange        = "24"
MaxRange            = "48"

PitchSpread         = "3.0"
YawSpread           = "4.5"

SpreadPerShot       = "1.1"
SpreadRecoverRate   = "4.8"
SpreadThreshold     = "1.6"
SpreadLimit         = "6.0"

StandStillSpread    = "0.0"
StandMoveSpread     = "0.0"
CrouchStillSpread   = "0.0"
CrouchMoveSpread    = "0.0"
ProneStillSpread    = "0.0"
ProneMoveSpread     = "0.0"
Edit Those

Re: Shotgun

Posted: Sat Mar 08, 2008 1:16 pm
by Caleb1117
Hiya Minwu!

This may help explain some of the spread lines.
Also, recoil spread works differently now. I added code to make sure existing values work fine, but here's the new thing:
SpreadPerShot = <spread per shot, in degrees>
SpreadRecoveryRate = <spread per second, in degrees>
SpreadThreshold = <amount of spread to "ignore", in degrees>
SpreadLimit = <maximum spread, in degrees>
The old values still work, but weapons with low SpreadRecovery (e.g. pistol) will act somewhat weird.

FYI: SpreadPerShot actually applies per group of shots, so if you have ShotsPerSalvo larger than one, the kick doesn't apply until the next group in the salvo. I can do the same thing for ammo and heat if you want. At some point I'm going to get the weapon charge state stuff working. :)

In case you're wondering what SpreadThreshold is for, it lets you give the weapon a little leeway before the spread starts to kick in. That's what I meant by "ignore".
From Pyc0freds weapon notes.