OBD:BINA/PAR3: Difference between revisions

→‎Emitters: elaboration on what makes guns inaccurate
No edit summary
(→‎Emitters: elaboration on what makes guns inaccurate)
Line 398: Line 398:
:3 - sphere (inner radius, outer radius)
:3 - sphere (inner radius, outer radius)
:4 - offset (x, y, z)
:4 - offset (x, y, z)
:5 - cylinder (heigt, inner radius, outer radius)
:5 - cylinder (height, inner radius, outer radius)
:6 - body-surface (offset radius)
:6 - body-surface (offset radius)
:7 - body-bones (offset radius)}}
:7 - body-bones (offset radius)}}
Line 438: Line 438:
{{OBDtr| 0x18 |          |FFC8FF|            |          | not used for random float values }}
{{OBDtr| 0x18 |          |FFC8FF|            |          | not used for random float values }}
|}
|}
;Direction type Inaccurate vs. Cone
:The Inaccurate type was designed for standard ballistic weapons which will have a cone of fire expanding out from the point of origin, therefore it works identically to the Cone type except with an additional factor, "inaccuracy". The "angle" supplied is now a base angle, which is added to by the inaccuracy setting. The "center bias" for Cone and Inaccurate emitters can be positive to pull the dispersion of particles towards the center of the vector, or negative to push them towards the edges of the cone.
:The inaccuracy setting is only used if the originating character is an AI or turret. The AI's or turret's shooting skill is looked up and multiplied by the difficulty setting's weapon inaccuracy multiplier (see [[ONGS]]), then added to the base angle. With the bias taken into account, and some randomization added by the conical dispersion function, this determines the exact trajectory of the bullet coming from the gun.


----
----