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Steady scope button


the_senator90

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I was recently looking over the guns skill and wondered, "Gee, even the best marksman have to deal with drift on their rifles when scoped in, wouldn't it be more realistic if they could steady their scope at the cost of action points?"

 

So here is the concept that I have planned: Design a script which when a certain key is pressed while scoped in, it steadies the scop taking action points away for as long as the key is held in place or action points are completely drained. I thought that it could work that when the key is pressed, it disables gun drift for a certain duration (i.e. when action points run out, or when the key is released.) The more skill points you have in guns, the less action points are drained when the key is pressed. The one problem I'm having is actually writing the script so as to get it working, and another problem is that if guns are already at 100, gun drift is no longer present, as you are already at maximum skill level. Can anybody help me out with this?

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Project nevada features a slo-mo button, when using a scope you can activate it, slightly slowing the sway and drasticly slowing your target, iv managed to head shot ghouls on the edge of render with that.

I know its not exactly what your looking for but its a suggestion, plus I'd recommend PN be a mandatory download with the game.

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Well, according the GECK Wiki, what causes the gun to sway while scoped in is called "Wobble". This value can be disabled, but it does not effect weapon spread, which is dependent on skill modifiers, whether you are walking, running, sneaking, or crippled, and weapon condition. So technically, you could disable the wobble, but it does not ensure 100% accuracy do the spread.

 

http://geck.bethsoft.com/index.php/Gun_Spread_Formula

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I made a mod in FO3 that should be close to what you describe:

 

Maybe you can look at the scripts to get some inspiration (http://www.fallout3nexus.com/downloads/file.php?id=11312)

 

Thanks! This is a great reference. I think all I would have to do is to add the action point mechanic in there and you'd have a perfectly balanced mod!

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