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sniper rifle not accurate enough!
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8-Bit
Joined: Thu Apr 30, 2009 9:57 pm Posts: 67 Location: They've found us! run!
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sniper rifle not accurate enough!
On the working of my BlueRim Pulse Rifle, I came across a small hiccup; no matter how little the mass of the MOPixel is, no matter how much I tweak the SharpLength and everything else, the particle swerves off from it's intended target. With a SharpLength of 600, I can easily and controllably target the first dummy in Dummy Assault form the default delivery point easily, but when I try to shoot him, WHOOSH! The bullet flings itself ten to twenty pixels above the dummy's head. I would try to get a gif image, but I have yet to find a good video capture program for Mac that can save in more than a .mov or .swf format. How do I tweak the accuracy to be almost pinpoint accurate? :\
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Fri Feb 19, 2010 8:41 pm |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: sniper rifle not accurate enough!
In the HDFirearm's code, the variables SharpShakeRange and ParticleSpreadRange should be 0. If you want, ShakeRange can be 0 too.
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Fri Feb 19, 2010 9:06 pm |
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linkfan23
Joined: Sun Oct 11, 2009 4:48 am Posts: 133
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Re: sniper rifle not accurate enough!
Also GlobalAccScalar controls how much the bullet is affected by gravity.
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Fri Feb 19, 2010 9:29 pm |
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8-Bit
Joined: Thu Apr 30, 2009 9:57 pm Posts: 67 Location: They've found us! run!
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Re: sniper rifle not accurate enough!
Thanks! I got it working now! I'll hopefully get a public beta out soon. Just have to finish spriting and make everything have the right feel.
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Fri Feb 19, 2010 9:32 pm |
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