Debriefing > Bug Reports & Fixes

Gun damage

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Death:

--- Quote from: Graslu on August 14, 2016, 04:47:52 pm ---What do you mean exactly with "its hard to make the weapons not be laser pointers"? As in they do no damage?

--- End quote ---

no, i mean even if i make their spread from .006 to 100, the bullet grouping is only ~10% bigger, i haven't tried ridiculous numbers so far, but it seems the spread / min spread / max spread function do almost nothing, and the kickback is the only function that actually makes the bullets spread but that is met with extremely jerky screen movement that is unplesent when you put a large enough value to make the guns not laser pointers.

Graslu:
Jumping is what destroys the spread most, other than that, guns are meant to be accurate if you tap, specially the pistols.
If you rapid fire a PP7 or DD44, the bullets go everywhere, same with the rifles. It's less noticeable with SMGs since their accuracy is not that good in the first place and are usually used in close range.

Death:

--- Quote from: Graslu on August 14, 2016, 05:23:50 pm ---Jumping is what destroys the spread most, other than that, guns are meant to be accurate if you tap, specially the pistols.
If you rapid fire a PP7 or DD44, the bullets go everywhere, same with the rifles. It's less noticeable with SMGs since their accuracy is not that good in the first place and are usually used in close range.

--- End quote ---

i'm talking about creating a custom spead profile on a custom server.

and how ever it was programmed it was programmed to be laser pointers with very little control.

im going to try stupid high numbers like 1 million to see if i can get the bullet to go more than 3 inches from center
no wonder having the rifles do expected level of damage was a poor option, the recoil is poorly implemented, it should have
been implemented so changing spread values actually make the bullets.... spread.

Graslu:
I don't know how the spread was coded in, but perhaps it was made differently than modifying those values on console, hence having almost no change in the spread if any.

If I understand correctly, you're suggesting to bump up damage on rifles and nerf their accuracy?
I still don't agree on that they do little damage, the speed for getting kills with them feels right and the spread you get when rapid firing from distances is punishing for doing so.

Death:

--- Quote from: Graslu on August 14, 2016, 05:45:07 pm ---I don't know how the spread was coded in, but perhaps it was made differently than modifying those values on console, hence having almost no change in the spread if any.

If I understand correctly, you're suggesting to bump up damage on rifles and nerf their accuracy?
I still don't agree on that they do little damage, the speed for getting kills with them feels right and the spread you get when rapid firing from distances is punishing for doing so.

--- End quote ---

the rifles should be pretty accurate the first few bullets, then get very inaccurate if you spray, and have a high penalty for running and shooting, and it should be very
high damage.

I'm not doing anything in console.. i decryped the weapon files and i'm editing them.

for instance:


--- Code: ---
WeaponData
{
"printname" "#GE_KF7Soviet"
"SpecialAttributesHelp" "#GE_Att_KF7"
"viewmodel" "models/weapons/kf7/v_kf7.mdl"
"playermodel" "models/weapons/kf7/w_kf7.mdl"
"bucket" "2"
"bucket_position" "0"
"clip_size" "30"
"default_clip" "30"

// Weight is used to determine BEST weapon to switch to!
"weight" "4"

"ITEM_FLAG_SELECTONEMPTY" "1"
"ITEM_FLAG_DOHITLOCATIONDMG" "1"

"BuiltRightHanded" "1"
"AllowFlipping" "1"

"primary_ammo" "rifle"

"Damage" "40"
"Damage_Cap" "80"
"rof" "0.117" //Rate of Fire
"c_rof" "0.117"

  "zoom_offset" "-45"

"acc_rof" "0.300" // Rate of Fire needed to maintain minimum spread
"acc_shot_cap" "9" // Number of shot intervals that must be hit to have max spread.
"aim_bonus" "1.5"  // Reduction of the cone of fire when aimed, in degrees.
"jump_penalty" "1.5" // Amount of degrees added to minimum spread when the player jumps.  A full degree is a lot for this.
"gauss" "8" // Higher values mean spread is close to a normal destribution favoring the center of the crosshair.
"gauss_penalty" "2" // Maximum penalties to the gauss value during sustained firing.


HitBoxData
{
"Head" "1.0"
"Chest" "0.5"
"Stomach" "0.5"
"LeftArm" "0.5"
"RightArm" "0.5"
"LeftLeg" "0.25"
"RightLeg" "0.25"
}
  Spread
  {
"x" "0.026383"
"y" "0.020988"
  "z" "0.0"
  }
  SpreadSighted
  {
"x" "0.006449" //"0.011170" Acc + 2
"y" "0.006449" //"0.011170" Acc + 2
  "z" "0.0"
  }
  // Spread angles for the cone of fire.  The minimum angles are used for the first shot fired.
  MinSpreadAngles
  {
  "x" "1.7500"
  "y" "1.7500"
                  "z" "0.0"
  }
  // The max angles are interpolated to during sustained fire.
  MaxSpreadAngles
  {
  "x" "5.3166"
  "y" "4.2298"
                  "z" "0.0"
  }
  Kickback
  {
"x_min" "-0.15"
"x_max" "0.3"
"y_min" "-0.15"
"y_max" "0.2"
"z_min" "0.0"
"z_max" "0.0"
  }



--- End code ---

outside of some deleted code this is the current kf7

going wild with:


--- Code: ---
WeaponData
{
"printname" "#GE_KF7Soviet"
"SpecialAttributesHelp" "#GE_Att_KF7"
"viewmodel" "models/weapons/kf7/v_kf7.mdl"
"playermodel" "models/weapons/kf7/w_kf7.mdl"
"bucket" "2"
"bucket_position" "0"
"clip_size" "30"
"default_clip" "30"

// Weight is used to determine BEST weapon to switch to!
"weight" "4"

"ITEM_FLAG_SELECTONEMPTY" "1"
"ITEM_FLAG_DOHITLOCATIONDMG" "1"

"BuiltRightHanded" "1"
"AllowFlipping" "1"

"primary_ammo" "rifle"

"Damage" "72"
"Damage_Cap" "80"
"rof"         "0.117" //Rate of Fire
"c_rof" "0.117"

  "zoom_offset" "-45"

"acc_rof" "0.500" // Rate of Fire needed to maintain minimum spread
"acc_shot_cap" "9" // Number of shot intervals that must be hit to have max spread.
"aim_bonus"        "1.5"  // Reduction of the cone of fire when aimed, in degrees.
"jump_penalty" "1.5" // Amount of degrees added to minimum spread when the player jumps.  A full degree is a lot for this.
"gauss"        "0" // Higher values mean spread is close to a normal destribution favoring the center of the crosshair.
"gauss_penalty" "2" // Maximum penalties to the gauss value during sustained firing.


HitBoxData
{
"Head" "1.0"
"Chest" "0.5"
"Stomach" "0.5"
"LeftArm" "0.5"
"RightArm" "0.5"
"LeftLeg" "0.25"
"RightLeg" "0.25"
}
  Spread
  {
"x" "10.26383"
"y" "10.20988"
  "z" "0.0"
  }
  SpreadSighted
  {
"x" "10.06449" //"0.011170" Acc + 2
"y" "10.06449" //"0.011170" Acc + 2
  "z" "0.0"
  }
  // Spread angles for the cone of fire.  The minimum angles are used for the first shot fired.
  MinSpreadAngles
  {
  "x" "1.7500"
  "y" "1.7500"
                  "z" "0.0"
  }
  // The max angles are interpolated to during sustained fire.
  MaxSpreadAngles
  {
  "x" "100"
  "y" "100"
                  "z" "0.0"
  }
  Kickback
  {
"x_min" "-1"
"x_max" "100"
"y_min" "-1"
"y_max" "100"
"z_min" "0.0"
"z_max" "0.0"
  }



--- End code ---

noticed the spread, the kick, the max spread are all extremely high values compared to normal, this second file results in no more than 10% worse
accuracy....

i haven't tried values in the millions yet, i guess thats next.

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