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

 
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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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