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Distance to Target?


HeyYou

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I recommend checking out SKK50

(for some long-shot how-to's and friendly competition?)

 

 

 

 

Now, there is a real possibility that the max range for the BULLETS I am firing, is set at 10000...

its probably a similar issue to those SKK50 describes when going for long-shots.

 

I also think you'll find kediwah and shavkacagarikia's reflections

in the optimization thread of use.

 

a similar issue also happens,

if attempting to shoot between a Doorportal (such as one Pra or RuadHan2300, AnyDoorToAnywhere etc)

and a cell which is beyond the current buffer...

that whole UGRID-y type thing and all.

it becomes real 'omega-beam-y' type stuff.

 

 

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I recommend checking out SKK50

(for some long-shot how-to's and friendly competition?)

 

 

 

 

Now, there is a real possibility that the max range for the BULLETS I am firing, is set at 10000...

its probably a similar issue to those SKK50 describes when going for long-shots.

 

I also think you'll find kediwah and shavkacagarikia's reflections

in the optimization thread of use.

 

a similar issue also happens,

if attempting to shoot between a Doorportal (such as one Pra or RuadHan2300, AnyDoorToAnywhere etc)

and a cell which is beyond the current buffer...

that whole UGRID-y type thing and all.

it becomes real 'omega-beam-y' type stuff.

 

 

Ooooo.... Got any links?

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Hey so I did a bunch of work in this area.

 

There is no script accessible function (I could find) to get an object reference for what is under the crosshairs / in ironsights. You either have to know the object reference, or hit the object to tag it as the object reference.

 

The recon scope active magic cast and quest seem to be old rev A cut content as the hitmarkers are generated by the game engine. The scripts still run and fills debug logs with a tonne of junk.

 

Standard projectiles are limited to 10,000 game units range which is the default 5 uGridsToLoad and around 250 pip boy weapon units. I created SKK Combat test tools for ranged weapons to shoot further and provide target range info. Some work has been done on range/damage fall off curves as well which are in the posts.

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Hey so I did a bunch of work in this area.

 

There is no script accessible function (I could find) to get an object reference for what is under the crosshairs / in ironsights. You either have to know the object reference, or hit the object to tag it as the object reference.

 

The recon scope active magic cast and quest seem to be old rev A cut content as the hitmarkers are generated by the game engine. The scripts still run and fills debug logs with a tonne of junk.

 

Standard projectiles are limited to 10,000 game units range which is the default 5 uGridsToLoad and around 250 pip boy weapon units. I created SKK Combat test tools for ranged weapons to shoot further and provide target range info. Some work has been done on range/damage fall off curves as well which are in the posts.

Yeah, I found that. :) Interesting reading.

 

I run uGrids at 7, so, bumping projectile range to 15000 should be adequate to the task. I have done some testing with that value, and so far, haven't found anything I can't hit. (but, maybe not kill on first shot.....)

 

In the videos, I note that you actually had text displaying on the scope overlay, how did you manage that? Are those debug messages?

 

Currently, I have a script written by DieFeM, that will show range to target, in game units. He uses the 'detect life' effect to accomplish this, works pretty reliably, even at extreme range. (14000+) There were some targets that wouldn't register though, not entirely sure why...... I don't know if there was some obstruction that interfered with it, or what. Usually, changing site angle (moving to a different position) would make it work, however, there were a couple, (out of many) that I simply couldn't convince to register, no matter what I did.

 

My end goal here, was to figure out why some targets I simply couldn't hit, even though I had clear line of site, and they weren't moving. No correction on my part would let me hit them. The projectile range is what was biting me. (and I probably seriously over-thought the problem....) Discovering that 10K was my absolute limit was enlightening. So, adjusting range on certain types of projectile will pretty much solve the issue I was looking to correct. (If I have a rifle using .50BMG ammo, with good accuracy, I should be able to hit anything I can see. It was frustrating not being able to. :) )

 

It is my understanding, from what I have read in various places, that the 'correction factor' for 'out of range' shots, is pretty much .5. So, if you are shooting at a target beyond weapon range, you do half damage. There is quite likely a way to make that more of a curve, but, that would be well beyond my capabilities. :)

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The range/damage falloff is a lot more aggressive than *0.5 ... have a read of testing by GothikaGeist HERE

 

ps the text overlay is me doing rubbish video editing, debug messages are only is top left like a normal game message.

IS there a way to get range data displayed in the scope overlay??

 

Thanks, I'll have a look. :D

 

Edit: Yeah, that was intriguing. When I had a casual glance at various weapons, they were pretty much all min/max range value of 256. Max range was modified by barrel length, and possibly some other factors. (maybe receivers? Don't remember) I didn't find anything that modified min range. It is my understanding that NPC's also use this data for how close they get before they start firing...... though I have had supermutants using shotguns at rather long ranges..... (beyond effective range for a shotgun) but, when it is the only weapon you have...... you use what you got. :D

 

Having a collection of data with target range, and actual damage done would be kinda cool, but, that would also be modified by the targets damage resistance...... (is that a value that could be picked up as well?) I am still not really clear on just how damage resistance works...... I understood it to mean that weapons that do less damage than your DR, wouldn't do ANY damage, but, that is definitely not the case. Is there any good information out there on how that all works?

Edited by HeyYou
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What I did to get the target reference is using the recon scope method. First I've tried a "Constant Effect" on "Target Actor" and placed the spell on the player alias, this didn't worked, but if you use "Fire and Forget" it does. Then you need a script in the player alias to instantiate a timer every 0.25 seconds, that checks if you are on sights, only then it calls a RemoteCast for the spell on the player.

Edited by DieFeM
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Re weapon damage and damage resistance, there is a bunch of calcs and formula in the Fallout wiki, but it all looks far too complex and elaborate so I didn't bother trying to understand it. I just tune damage in and damage out with a % multiplier perk and the job is a carrot.

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@dieFeM, SKK50

thanks muchly for stopping by this thread, and, more importantly

thanks for making ranged asymmetric blasting in FO4 much more fun.

 

 

 

it's awesome to see

modders push the bounds of what longshots were thought possible,

 

I enjoy using Pra or RuadHan2300 doorportals,

to blast unsuspecting folks for both the ninja and 'sandman' perks.

the real trick is, to no-clip and, place the doorportal slightly behind a wall, or with a 1-way camo 'duckblind'.

 

 

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