fire_dispersion_base & precision -1 reply

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#1 11 years ago

Good day!

We are trying to do a(nother) mod for Stalker.

In the current stage we are tweaking the weapons.

Thanks to this forum we have done much, but we are unable to determine what parameters we must change in order to increase the precision of a weapon, since alter the "fire_dispersion_base" (apparently) isn't enough. That is: the lower the fire_dispersion_base, the smaller is the cross, but the precision (as shown in the weapon stats) seems somewhat not related to this parameter.

Someone can help us, please?

P.S.: Change the stats of the characters is not an option.




Final Warrior

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#2 11 years ago

You want to change the "cam_" parameters. Here's a guide by niphty.

-- Griffinhart




motorb!tch

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#3 11 years ago

fireaccuracy is affectet by lots of parameters, and the bar in the weapondescription sucks... just wrong in some cases. here are the related parameters with exemplary values: gamedata\config\weapons\anyweapon.ltx fire_dispersion_base = 0.15 ;defines the missfire of the weapon in degrees. control_inertion_factor = 1.3f ; strange value (note the f), without any explaination, im clueless on this fire_dispersion_condition_factor = 5 ; determines how much the condition of the weapon is affecting its accuracy PDM_disp_base = 1.0 PDM_disp_vel_factor = 1.3 PDM_disp_accel_factor = 1.3 PDM_crouch = 0.8 PDM_crouch_no_acc = 0.7 ; these values determine the acuracy of the weapon giving credits to movement fire_distance = 1000 ; maximum fire distance that bullet can fly; bullet_speed = 900 ; starting bullet speed last both not directly accuracy related, but affecting hitlikelyness thats for the weapon, but there is also a modificator on accuracy for ammo, for each ammo seperatly defined. \gamedata\config\weapons\weapons.ltx k_dist = 1 ; multiplier for distance k_disp = 1.5 ; multiplier for acuracy k_hit = 1 ; multiplyer for damage k_impulse = 1 ; multiplyer for impactpower k_pierce = 1 ; multiplyer for armorpenetration and finaly, there are also values determining the crosshair movement when scoped (comments translated via bablefish) \gamedata\config\misc\effectors.ltx camera_move_epsilon = 0.025;0.03 ;the difference between two vectors of direction the camera, when is counted that camera it moved disp_min = 0.005 ;are original 0.01 speed_min = 0.001 ;are original 0.000 zoom_aim_disp_k = 0.03;0.1 ;the correlation coefficients of the complete dispersion of the shooting zoom_aim_speed_k = 0.025:0.025 ;and rocking sight, are original 0.00 delta_time = 1000 ;3000 ;time through which effector changes direction of motion (in milisekundakh) dont forget to change the ai sightrange in gamedata\config\creatures for the files : bandit.ltx, army.ltx and stalker.ltx as well if u rise accuracy, or the ai will be outgunned by you. damage is pretty similar, tons of files and tons of linked values, so just rise one value in the anyweapon.ltx is not a real good solution for accuracy or damage. alternatively to do this on your own, download my tweaks (mmmombomos). ive done lots of balancing on this and the damagesystem as well and translated most of the comments in the files via bablefish, so the files may help you




Final Warrior

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#4 11 years ago

@motorb!tch: Since you said you didn't know, control_inertion_factor changes how fast (or slow) the camera will move when you have the weapon in your hands. A lower value means that the camera swings faster than usual (i.e., is more sensitive), while a higher value means that the camera swings slower (i.e., is less sensitive). A value of 1.0f means the camera will move at "normal" speed (defined by the sensitivity setting of the mouse in Options).

-- Griffinhart




motorb!tch

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#5 11 years ago

great, thank you! mb