Open GoogleCodeExporter opened 9 years ago
Are you talking about the 'weapon inaccuracy' type of spread? IIRC, the spread
is
just scaled, like described at the bottom of this post:
http://smokin-guns.net/viewtopic.php?p=2518#2518
Original comment by tor...@gmail.com
on 8 Sep 2009 at 8:20
It is separate thing.
Each weapon has its own spread - it is ok and has to be taken into account when
calculating resulting spread.
What this issue is about - is how player inaccurate while he is moving.
The situation when you jump and after that crouched shouldn't make you accuracy
as
precise as in crouch position. Because spread isn't that constant.
And even more ridiculous situation with "walk" key. You stand and "walk" and
your
accuracy is higher? Or you instantly crouch after jump and now can snipe?
The value probably should be called in other way. I don't know how to call it.
Each player has right to know how much his hands are inaccurate at the moment.
Visually on CGAME side it will be done via crosshair.
But it can't be instant changing. Only dynamic. With some speed it become
bigger or
lower depending on how far is current value from middle point ((max-min)/2) for
current position (to be described/reviewed).
Original comment by igorpana...@gmail.com
on 8 Sep 2009 at 9:13
The 'walk' key doesn't affect spread when you're standing still. Maybe it does
when
you're jumping, though.
I agree it's not very realistic the way it works. Too much realism isn't
always that
much fun when playing, but it could be interesting to see how it works out if
you
want to try an altered system. :)
Original comment by tor...@gmail.com
on 9 Sep 2009 at 8:48
Original issue reported on code.google.com by
igorpana...@gmail.com
on 8 Sep 2009 at 6:13