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CTHConstants.ini[message #291491] Tue, 04 October 2011 15:22 Go to next message
Strohmann is currently offline Strohmann

 
Messages:287
Registered:August 2011
Location: Division Thought Crimes
i was not sure if i should post this in "NCTH Discussion on What Exactly We Have Right Now (as far as XML Tags)" (UC/DL 1.13), so i'm trying it here; i have questions regarding the functionality of some of the lines:

1) GRAVITY_COEFFICIENT = X

how das this entry work? after some testing with RANGE_COEFFICIENT set to 1.0 X can't be the number of tiles the bullets fly before hitting the ground nor if multiplied with the RANGE_COEFFICIENT the distance the bullets travel until hitting the ground (both meant after reaching max. weapon range). but how is the formula then?

2) AIM_SNIPER_SKILL = 25.0

does that mean marksman/sniper is the only working S.T.O.M.P.-Trait or are the others simply missing in the document (those with %-bonus to cth in the old system)?

3) line "AIM_STANDING_STANCE = 1.5" til "AIM_HEAVY_WEAPON = 2.0"

are these 6 bonuses similar to FlatAim or are they multipliers? if that's the case what do they multiply?

4) NORMAL_RECOIL_DISTANCE = 140

does this entry act like the NORMAL_SHOOTING_DISTANCE but for burst/auto? i'm wondering if that is (partly) the source of the uber-accurate burst/auto-fire compared to single fire of all weapons. it's strinking, that it's exactly the double distance (why is that so and not 70?).

5) MAX_BULLET_DEV = 5.0

not documented, what's the functionality?

6) (unrelated)

why are the ProjectionFactors of the lasers so high? after reading the HAM wiki i got the impression the most lasers should act as "bridge" between the iron sights (=70) and the scope 2x (=140) and the best lasers should work on a distance similar to the scope 2x. did headrock change his mind after writing this or did the other developers not follow this approach? i know i can edit them myself (and did), but i'm curious what was the idea behind these steps.

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Master Sergeant
Re: CTHConstants.ini[message #291512] Tue, 04 October 2011 18:11 Go to previous message
ctiberious is currently offline ctiberious

 
Messages:605
Registered:March 2007
RANGE_COEFFICIENT is multiplied against a weapon's listed max range to determine at what point gravity starts to effect a bullet in the game.

GRAVITY_COEFFICIENT controls how quickly the bullet "falls" once gravity takes effect.

AIM_SNIPER_SKILL is only used if you're NOT using the STOMP traits. When STOMP traits are turned on, the stomp modifiers are used instead.

AIM_STANDING_STANCE, AIM_CROUCHING_STANCE, AIM_PRONE_STANCE, AIM_TWO_GUNS, AIM_ONE_HANDED and AIM_HEAVY_WEAPON are all multipliers and are part of the "handling" system. Effectively, these multipliers are applied against a weapons Handling tag to determine the handling characterstics of the weapon. AIM_HEAVY_WEAPON is only used when STOMP traits are NOT being used.

NORMAL_RECOIL_DISTANCE is used by the recoil system to determine range ratios. It is similar to NORMAL_SHOOTING_DISTANCE except that it ONLY effects recoil offsets. When using burst/autofire, every round after the first has recoil effect the previous rounds offset, or how far off 0x0 the previous shot met it's mark. The generated offsets all assume that a target is standing at NORMAL_RECOIL_DISTANCE away from the shooter. If the target is further away, the final offset is increased. So, if after applying CFM, CFA and minimum recoil deviation, you ended up with an extra 1.0x0.5 recoil offset for a 2nd round, but your target was standing 280units away (28 tiles), the actual offset applied would be 2.0x1.0.
The main problem with the recoil system has been talked about in many threads but eventually boils down to this: The RecoilX/Y values that are in the current weapons.xml file were quite litereally pulled out of thin air. At the present time, I have not managed to come up with an equation that will generate legitimate RecoilX/Y figures based on a weapons real world characteristics, while still returning a number that has some meaning for the systems existing CFM calculations. And no one else has apparently come up with a working solution either since no one has stepped forward with this missing equation. As a result, you'll get pretty well unrealistic results with most every weapon in the game. Case in point, how can an M16 has an effective recoil of 6 while an AK47 has an effective recoil of 15? Both weapons fire rounds of similar force from weapons of similar weight. The AK has a "harsher" recoil design but I can't believe it would generate 2.5x as much recoil as the M16. And, no, that does not mean to imply that I think the M16 has the right value and the AK the wrong. I honestly thing both values are bogus. But at the present time, I have no system to generate a more believable figure and don't really want to waste time pulling another set of numbers out of thin air.

MAX_BULLET_DEV is bullet deviation based on weapon accuracy.

The ProjectionFactor values we use for laser sights DO "bridge" the difference between iron sights and scopes. But there are something like 6 different lasers in the game running everything from a PF=1.3 all the way up to PF=3.5 depending on whether the laser in question is designed for a pistol or a rifle. These projection factors were taken from real world laser sight ranges. To determine the maximum effective range of a sight in the game, to NORMAL_SIGHT_RANGE and multiply by the PF of the laser sight. A normal laser sight (low end, pistol level laser) has full effectiveness out to 91m, with a max range of something like 105m. A top of the line rifle laser (PF=3.5) has full effectiveness out to 245m with max range of something like 413m. Now look online at various real world laser sights and you'll see pistol grade sights with ranges of 100m-200m and high end sights with ranges as great as 600m.
Iron sights reach max effeciency at 70m. 2x scope has minimum default effeciency of 98m. That leaves only a 28m range at which laser sights can be effective based on Headrocks original design for lasers. If we tried to use that original design there would basically be no difference between the 6 varieties of lasers in the game.
On a side note, the ProjectionFactors that are currently in items.xml are designed to line up (as closely as possibly) to the BestLaserRange tag. This way, lasers give approximately the same result whether you're playing OCTH or NCTH.

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First Sergeant
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