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Crow
Banned
Joined: Sat Aug 16, 2008 7:17 pm Posts: 282
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Shotgun not shooting straight
Hi, I have a shotgun in a mod of mine, which often, when fired downward or upward at a somewhat extreme angle, fires its particles at a random angle that can be anywhere from 10 to almost 80 degrees off of the correct trajectory.
Why does this happen?
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Wed Jun 16, 2010 8:13 pm |
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Petethegoat
Joined: Mon Jun 15, 2009 4:02 pm Posts: 905
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Re: Shotgun not shooting straight
It is hard to say without more info. Does it fire an AEmitter that then fires the round? Anything like that?
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Wed Jun 16, 2010 8:21 pm |
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Crow
Banned
Joined: Sat Aug 16, 2008 7:17 pm Posts: 282
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Re: Shotgun not shooting straight
No, it doesn't.
Here's the .ini file that contains it -- it's the shotgun at the very bottom.
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Wed Jun 16, 2010 8:26 pm |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: Shotgun not shooting straight
"NoSupportFactor" is the spread amount when the weapon is only held with one hand. When you look directly up or directly down, usually the offhand is not holding the weapon. Sonce you have the value set to 100 degrees, that's pretty inaccurate one-handed.
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Wed Jun 16, 2010 8:29 pm |
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Crow
Banned
Joined: Sat Aug 16, 2008 7:17 pm Posts: 282
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Re: Shotgun not shooting straight
Aha! Thanks a lot!
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Wed Jun 16, 2010 8:31 pm |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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Re: Shotgun not shooting straight
Actually, NoSupportFactor is the number that ShakeRange/SharpShakeRange is multiplied by when the support hand isn't holding the gun. This means you'll be twice as inaccurate with a NoSupportFactor of 2, and 100 times as inaccurate(!!!) with a value of 100. Which is quite a bit.
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Wed Jun 16, 2010 8:59 pm |
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CaveCricket48
Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
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Re: Shotgun not shooting straight
I want a CC variable dictionary to stop all of this confusion.
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Wed Jun 16, 2010 9:04 pm |
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Petethegoat
Joined: Mon Jun 15, 2009 4:02 pm Posts: 905
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Re: Shotgun not shooting straight
There is a page on the wiki that needs filling out.
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Wed Jun 16, 2010 10:21 pm |
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Crow
Banned
Joined: Sat Aug 16, 2008 7:17 pm Posts: 282
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Re: Shotgun not shooting straight
Another quick question: is JointStrength the only variable that effects whether an actor will explode because he bumped into somebody like a Coalition Soldier, or whether he will not explode, like a Dummy? (I know about GibImpulseLimit -- I don't think that effects this so much)
What is JointStiffness?
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Thu Jun 17, 2010 12:17 am |
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Petethegoat
Joined: Mon Jun 15, 2009 4:02 pm Posts: 905
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Re: Shotgun not shooting straight
I believe JointStrength is how strongly a weapon, for example, is attached to the actors arms. So low JointStrength will mean that it can be easily knocked out an actors hands. I could be horribly wrong here, but I'm reasonably confident.
JointStiffness determines the amount of impulse damage something will take from a collision. For example, something with a JointStiffness of 0.5 will take half of the full impulse damage.
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Thu Jun 17, 2010 12:24 am |
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Crow
Banned
Joined: Sat Aug 16, 2008 7:17 pm Posts: 282
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Re: Shotgun not shooting straight
I think you're wrong, actually. I just increased the JointStrength values for my soldiers and now only the un-edited troops explode like cute little meat grenades when they get patted on the back.
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Thu Jun 17, 2010 12:40 am |
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Petethegoat
Joined: Mon Jun 15, 2009 4:02 pm Posts: 905
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Re: Shotgun not shooting straight
Yep, here are definitions of both from the wiki: JointStrength: The impulse strength of a joint to breakage. Likely is measured in Mass X Velocity of the object colliding. JointStiffness: A multiplier for how much impulse is transferred through the joint to the parent object. If 0.5 and an attachment recieves 100 impulse, the parent would experience 50 impulse in the same direction.
I'm sure there was a variable that did what I described, though. Ah well.
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Thu Jun 17, 2010 12:50 am |
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