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S.T.A.L.K.E.R. SoC Modding, Mapping and Editing Want more info about a Mod? Making a Mod? Looking for Modders, Mappers, Skinners, etc.? This is your Spot!

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Old March 28th, 2007   #1
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Default Accuracy

I was wondering if anyone had plans to make a small mod which increases the accuracy of all weapons, perhaps by 25-50%. I'm all for realism, but not at the expense of fun. I don't want 100% accuracy where I can get headshots from 100 yards away, thats just silly. But then so is emptying whole clips at a target from 5 meters away only to hit once or not at all.
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Old March 28th, 2007   #2
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Default Re: Accuracy

Quote:
Originally Posted by smurfdude View Post
I was wondering if anyone had plans to make a small mod which increases the accuracy of all weapons, perhaps by 25-50%. I'm all for realism, but not at the expense of fun. I don't want 100% accuracy where I can get headshots from 100 yards away, thats just silly. But then so is emptying whole clips at a target from 5 meters away only to hit once or not at all.


Myself and some fellow modders are working on a mod

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i am sure we will release mini-mods in the future for multiplayer

I just submitted a new scope for the l86 check stalker.filefront.com during the next few days it should be up..

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Old March 28th, 2007   #3
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Default Re: Accuracy

Hi!

I suspect that "fire_dispersion_base" would help you out with the base accuracy of your weapon.

It can be found inside the weapon's .ltx file.

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Old March 31st, 2007   #4
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Default Re: Accuracy

I think the accuracy is pretty good. Increasing it any more would lead to 1 shot kills.

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Old April 2nd, 2007   #5
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Default Re: Accuracy

If you're at all familiar with changing the values in the game, it seems pretty simple to increase the "accuracy" of the weapons. A quick fix (instead of editing each weapon individually) is to change the dispersion values for the player.

The disadvantage of this is you will automatically be more accurate than the AI, if you can't stand this, you can either go through each weapon and edit them all, or you can edit the values for each human AI.

Now, for the code (I've translated the documentation with babel fish and cleaned it up so it might not be accurate):

find your actor.ltx file in *STALKER*\gamedata\config\creatures\

;Dispersion of bullets (when walking and running)
disp_base = 0.8 ;angle (degrees) of dispersion when standing stationary.
disp_aim = 0.04
disp_vel_factor = 2.0 ;amount the dispersion will increase when moving at 10 metres per second (not necessarily running)
disp_accel_factor = 2.0 ;amount the dispersion will increase when the actor runs (plus speed)
disp_crouch_factor = -0.2 ;amount the dispersion will decrease when the actor sits
disp_crouch_no_acc_factor = -0.4 ;amount the dispersion will decrease when the actor sits and is stationary
;disp_jump_factor = 2.0

For the math part. To increase accuracy (and maintain the same percentage advantages for crouching, aiming or disadvantages for running) we have to decrease these values by 25 percent to increase the accuracy by 25 percent, makes sense?

0.8*(75/100) = 0.6
0.04*(75/100) = 0.03
2.0*(75/100) = 1.5
2.0*(75/100) = 1.5
-0.2*(75/100) = -0.15
-0.4*(75/100) = -0.3

Plug in those values:

disp_base = 0.6
disp_aim = 0.03
disp_vel_factor = 1.5
disp_accel_factor = 1.5
disp_crouch_factor = -0.15
disp_crouch_no_acc_factor = -0.3

Some notes on this. It's all theory from what I've learnt, but that should work for what you want it for. If it doesn't, I've just wasted 10 minutes explaining how to do it. And, theoretically, you could plug in values that give you a disadvantage from aiming with ironsights, crouching or whatever. Just a thought, because I'm not sure if the engine will only accept unsigned float's for that variable.
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