p3lb0x wrote:
you have a pretty good point there. i think "startshakerange" and "endshakerange" would be some pretty good variables here. (you would need to know what shakerange does for those variables to make sense, and i am a little too lazy to tell you)
On a completely unrelated side-note, you're avatar creeps me the hell out.
But I digress. I've been working out my "system" for doing things, and I've resigned myself to just dealing with the system as-is as I don't really have a choice.
So, first the gun has the ParticleSpread or whatnot, which is just the inherent "spray" of the gun. For my system, I'll go with most pistols and SMGs and having 2, high-calibur pistols and SMGs and all rifles having 1, and then sniper rifles having 0. Then again, maybe pistols and SMGs should have 3, and high-calibur ones should have 2. I'll mess around with it.
Then, there's the ShakeRange, which is the extra spray added on when you're firing normally while walking or something. The formula here is as follows: +1 for every 0.001 kg of the bullet, rounded up, and +1 for every 100m/s of the muzzle velocity, rounded up. This reflects a higher kick for more mass and velocity.
The SharpShakeRange, which is the the extra spray added on when aiming carefully, I've decided will always be zero. I don't really see the point of making this a higher number because you can never effectively get below the total of this plus the ParticleSpread. Might as well just truncate it to one number. Unless there's something I'm missing. Can stronger actors resist kick more? That'd be a great tradeoff between clones and robots.
Finally, there's that "NoSupportFactor", which I guess makes the "shake" higher when you're only holding the gun with one hand. I'm not certain, though, if it just adds on or if its a multiplier. I guess I could just run a few tests to find out. Regardless, I figure that the bigger the gun is, the higher this will be. Of course this stat is kind of moot when it comes to 2-handed only weapons.
So, that.