LuckyBro / sgfork

Automatically exported from code.google.com/p/sgfork
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Spread system re-do #56

Open GoogleCodeExporter opened 8 years ago

GoogleCodeExporter commented 8 years ago
Overall description of the new feature:
Current spread system is total mess.

The spread is player's property.
It is always changing. Not instant.
Instant changing is applied only to min and max values. If player is 
standing it is one max ans min values and if he is jumping it is other max 
and min value.
Increasing and decreasing speed of spread also depends on player's 
position.

Variables to control the new feature:
None

The feature is critical for SGFork release.
Document to be created first (see issue 34 for example)

Original issue reported on code.google.com by igorpana...@gmail.com on 8 Sep 2009 at 6:13

GoogleCodeExporter commented 8 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

GoogleCodeExporter commented 8 years ago
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

GoogleCodeExporter commented 8 years ago
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