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Old 06-26-2006, 06:37 PM   #1   Add To Ignore List  
Ugh-Zan III
 
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Default Bullet Accuracy

In my new mod, I want to make it so that bullets (from the minigun, tommygun, colts) are not 100% accurate. So that they fly off into multiple directions as you shoot. Is this possible with the Serious Engine?
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Old 06-26-2006, 10:23 PM   #2   Add To Ignore List  
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Not only possible, it's implemented, just not to a real noticable extent. It's called jitter and the greater the value, the wider the spread.

The responsible function in PlayerWeapons.es:

Code:
  // fire one bullet for machine guns (tommygun and minigun)
  void FireMachineBullet(FLOAT fX, FLOAT fY, FLOAT fRange, FLOAT fDamage, 
    FLOAT fJitter, FLOAT fBulletSize)
  {
    fJitter*=fRange;  // jitter relative to range
    PrepareBullet(fX, fY, fDamage);
    ((CBullet&)*penBullet).CalcTarget(fRange);
    ((CBullet&)*penBullet).m_fBulletSize = fBulletSize;
    ((CBullet&)*penBullet).CalcJitterTarget(fJitter);
    ((CBullet&)*penBullet).LaunchBullet(TRUE, FALSE, TRUE);
    ((CBullet&)*penBullet).DestroyBullet();
  }
and the call from the FireTommyGun() procedure:

Code:
      FireMachineBullet(wpn_fFX[WEAPON_TOMMYGUN], wpn_fFY[WEAPON_TOMMYGUN], 
        500.0f, 10.0f, ((GetSP()->sp_bCooperative) ? 0.01f : 0.03f),
        ((GetSP()->sp_bCooperative) ? 0.5f : 0.0f));
If you don't know this, the ((GetSP()->sp_bCooperative) ? 0.01f : 0.03f) means:

Is this Cooperative? if yes set it to 0.01f, if no set it to 0.03f.

HTH,

Dk
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Old 06-27-2006, 11:53 AM   #3   Add To Ignore List  
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where exactly is the PlayerWeapons.es file?
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Old 06-27-2006, 12:25 PM   #4   Add To Ignore List  
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It's in the SDK.

SDK is a source of some basic Serious Engine DLLs.

SDK contains a lot of files needed to compile your own DLLs for Serious Engine.

You need Visual C++ to operate with SDK.

Visual C++ is another program dedicated to making programs.

You need to know coding to operate with it.


I wouldn't say so many details if you didn't ask me what's UV mapping yesterday.
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Old 06-27-2006, 12:29 PM   #5   Add To Ignore List  
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To make it short: You need to dig around in game code and make modifications to it, and conduct the complicated process of setting up an sdk... better ask Fragman or Dwk to make a minimod for you, much less trouble
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Old 06-27-2006, 12:53 PM   #6   Add To Ignore List  
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hm... and I take it that C++ costs money...
Well, thanks guys. And while this is still up, is there a way to make blood, bullet-holes, and dead enemies to stay there rather than dissapearing?
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Old 06-27-2006, 03:43 PM   #7   Add To Ignore List  
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With coding, yes of course.
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Old 06-27-2006, 04:48 PM   #8   Add To Ignore List  
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Would this coding involve opening a .dll?
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Old 06-27-2006, 05:02 PM   #9   Add To Ignore List  
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You can't just edit a dll file, you have to download the source code, setup the SDK (codec) and compile it.
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Old 06-27-2006, 05:49 PM   #10   Add To Ignore List  
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yeesh, well I don't have Visual C++ anyway, so I guess it doesn't matter. Well thanks anyway guys, and look forward to my mod that will now unfortuanately be almost the exact same as Sam but with new levels!
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