How can I make that the gun fire doesn´t spread?
Thank you.
Weapon spread
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DrDrSheldonLeeCooper
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Marth8880
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Re: Weapon spread
http://www.secretsociety.com/forum/down ... _Notes.txt
Specifically this part:
Specifically this part:
One easy way to completely remove spread is to add these 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".
Code: Select all
StandStillSpread = "0.0"
StandMoveSpread = "0.0"
CrouchStillSpread = "0.0"
CrouchMoveSpread = "0.0"
ProneStillSpread = "0.0"
ProneMoveSpread = "0.0"-
DrDrSheldonLeeCooper
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Re: Weapon spread
Thx man!And one question , did you know were I can download new lasers?Because in assets is a mod called cool lasers but the download was deleted,i want a laser which is more realisticMarth8880 wrote:http://www.secretsociety.com/forum/down ... _Notes.txt
Specifically this part:
One easy way to completely remove spread is to add these 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".
Code: Select all
StandStillSpread = "0.0" StandMoveSpread = "0.0" CrouchStillSpread = "0.0" CrouchMoveSpread = "0.0" ProneStillSpread = "0.0" ProneMoveSpread = "0.0"
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Re: Weapon spread
Check the Battlefront Extreme (BFX) Assets.
