Cerbsen Posted March 3, 2016 Share Posted March 3, 2016 (edited) Base GameSettings = getgs sPropModScaleWeapf... , e.g. sPropModScaleWeapfAimModelMinConeDegrees If multiple weapon mods use the same properties, the final multplier value is usually [ 1.0 + sumOfPropertyValues ]. Crippled limbs will add an additional multiplier to most values. Weapon spread AimModelMinConeDegreesvalue = -1.0 equals zero spreadhigher/lower values equal more spreadsame modulus[ value + 1.0 ] equals same amount of spread, e.g. spread of 0.5 equals -2.5 ... like |0.5+1.0| = |-2.5+1.0| ... |1.5| = |-1.5|AimModelMaxConeDegreesvalue = -1.0 equals zero spreadhigher/lower values equal more spreadsame modulus[ value + 1.0 ] equals same amount of spread, e.g. spread of 0.5 equals -2.5AimModelConeIncreasePerShot-- if value <= -1.0AimModelMinConeDegrees is used for all weapon spread calculationAimModelMaxConeDegrees is not used at all-- if value > -1.0AimModelMinConeDegrees is used for spread calculation of a single shot or the first shot of an automatic weaponAimModelMaxConeDegrees is used for spread calculation of all shots after the first oneAimModelConeIronSightsMultiplierused as multiplier for AimModelMinConeDegrees and AimModelMaxConeDegrees to increase/decrease spread while using sights/scope..IMAGE: http://i.imgur.com/Nw55QFu.png Weapon recoil AimModelRecoilArcRotateDegdefines the initial recoil directiondirection = (( 1.0 + value ) * 15° ) rotating clockwiseminimum angle = 0°, maximum angle = 180°after a certain distance direction will change straight upwards/downwardsvalue of 5.0 will hit the same spot after the previous distanceIMAGE: http://i.imgur.com/6lCk7J8.png AimModelRecoilArcDegdefines how much the recoil will differ from AimModelRecoilArcRotateDegIMAGE: http://i.imgur.com/PTWsxu9.png AimModelRecoilShotsForRunawaydefines the number of shots that will use AimModelRecoilMinDegPerShot for recoil calculationvalues 0.0 to 4.0 seem to be equal to (1.0 + value ) number of shots, after that "dimishing return" kicks in, e.g. value of 10 = 6 shotsif value is > -2.0 and <= 1.0 AimModelRecoilMaxDegPerShot is used for all recoil calculations, while AimModelRecoilMaxDegPerShot > -1.0if value is <= -2.0, then AimModelRecoilMinDegPerShot is used for all recoil calculationsAimModelRecoilMinDegPerShotdefines the distance of recoil between two shotsvalue multiplier is 0.66 times smaller than AimModelRecoilMaxDegPerShot, e.g. MinDegPerShot=2.0 (+1.0 BaseValue = 3.0) has the same recoil as MinDegPerShot=1.0 (+1.0 BaseValue = 2.0)if value is -1.0, there will be no recoil when value is used in recoil calculationif value is < -1.0 direction will be invertered with no angle just staight upwards and downwards and random up/down movement with AimModelRecoilArcRotateDeg = 5.0 ( needs further testing )AimModelRecoilMaxDegPerShotdefines the distance of recoil between two shotsvalue multiplier is 1.5 times larger than AimModelRecoilMinDegPerShot, e.g. MaxDegPerShot=1.0 (+1.0 BaseValue = 2.0) has the same recoil as MinDegPerShot=2.0 (+1.0 BaseValue = 3.0)if value is <= -1.0, then AimModelRecoilMinDegPerShot is used in distance calculation instead IMAGE: http://i.imgur.com/iitzTa7.jpg Weapon stability AimModelBaseStabilitydefines the weapon sway multiplier for scopes.multiplier is 1.0 + valuesFactors in weapon stability calculationAimStability = actorValue 35b = 1.00-- aimStabilty default value calculated at character creation = AimStability[AVIF:0000035B] + Player[NPC_:00000007].AimStability[AVIF:0000035B] = 0.5 + 0.5Mod_Stabilized_AV = actorValue 245BC6 = 2.0 times items with stabilized mod-- stabilizedMult = 1 + 0.01 x Mod_Stabilized_AVSniper perk aimstability bonus = 0.05fAimStabilityCrouchedScopeMult = 1.05fAimStabilityCrippledArmPenalty = -0.20 ( -0.40 if both arms are crippled )swayFactor = ( AimStability + SniperBonus - CrippledArmPenalty ) x CrochedScopeMult x stabilizedMult x AimModelBaseStabilityMultiplierif swayFactor >= 1.0, then no sway at allif swayFactor < 1.0, then more sway for lower numbersif crippled even with no sway from weapon stability there will be sway from the wobble effect fAimCrippleWobbleScopeMult = 0.10 ( 0.0 = no wobble) Edited February 24, 2018 by Cerbsen Link to comment Share on other sites More sharing options...
Bottletopman Posted October 13, 2016 Share Posted October 13, 2016 Normally I'd look away from necroing a thread but in this case I reckon it's worth bringing this post back up since it has some really useful info, and I'd like some things clarified instead of starting an entirely new thread on the same topic. I'm a little confused by "modulus[ value + 1.0 ] equals same amount of spread, e.g. spread of 0.5 equals -2.5" - what does this actually mean? Other than that these are some really nice details. This should be stickied... Link to comment Share on other sites More sharing options...
TrickyVein Posted December 6, 2016 Share Posted December 6, 2016 I too would like to know what 'modulus[ value + 1.0 ] equals same amount of spread, e.g. spread of 0.5 equals -2.5.' If a spread of 0.0 = aimmodelminconeº(-1.0) + 1.0) = 0... Yeah, nothing is making sense to me with this statement. A value of ( -0.5 + 1 ) =/= -2.5. Or, ( -2.5 + 1.0 ) = -1.5 would not equal spread, but the value of the aimmodelminconeº Spread is a derived attribute, it seems based on the aim model values, not the other way around... right? Link to comment Share on other sites More sharing options...
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