Getting a tighter shot grouping

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Fuzz_Ball
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Getting a tighter shot grouping

Post by Fuzz_Ball » Mon Nov 19, 2012 3:09 am

I've been using the Apollo Clan Duster for my MH Easy Loadout.
It's a nice and powerful weapon and I like it pretty much as it is.
(I've looked at MANY weapons!)
It's a Bunny Duster / Bin Slayer type of weapon that has an unlimited range.

I'd like to make some changes to it and primarily, make the yellow and orange sprites to hit the same location.
This weapon uses "class ProjAC extends Projectile;" which is the yellow sprite.
I'd prefer to learn how to do this instead of having someone do the work.

Can anyone help me identify the code to edit in either the ApolloClanDuster or ProjAC to get both sprites to hit the same location?
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Feralidragon
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Re: Getting a tighter shot grouping

Post by Feralidragon » Mon Nov 19, 2012 2:31 pm

So ProjAC spawns the yellow sprite. What about the pink one, which one is it? First you need to check where both are spawned, then probably is best for you to post here the projectiles code itself for further help.

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Fuzz_Ball
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Re: Getting a tighter shot grouping

Post by Fuzz_Ball » Tue Nov 20, 2012 5:13 am

Thanks, Ferali!
Yes, the Yellow is spawned by ProjectAZ and the pink (it's called orange in the script comes from the actual gun.

I've looked on unrealwiki but couldn't find an explanation I understood.
I'll PM the exported stuff to you.
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JackGriffin
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Re: Getting a tighter shot grouping

Post by JackGriffin » Wed Nov 21, 2012 11:00 am

In the code look for DrawTrace and HitLocation. When you press fire it draws a line from your gun barrel out to the first thing it hits (DrawTrace). At this point it becomes HitLocation and there spawns the effect stuff. Variances in aimerror cause this site effect discrepancy.

This is really good stuff and very useful. You guys should discuss it openly here because as I worked through it myself there aren't a lot of good tuts, at least not of a Ferali-explanation level.

Steve I'm getting a bit of voice back and I wouldn't mind some shorter TS sit-downs if you want to arrange them?
So long, and thanks for all the fish

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Fuzz_Ball
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Re: Getting a tighter shot grouping

Post by Fuzz_Ball » Wed Nov 21, 2012 8:49 pm

Thanks, Jack. I look forward to working with you again.
Also good to see you're on the mend; getting back your voice.

And thank you Ferali for your offline help. I think this info is helpful!
Feralidragon wrote:Well, here's the resume of what's happening:
- that weapon makes an instant trace (creating one explosion) and then fires a projectile (the ProjAC one, creating another different explosion).

So, if you want to prevent the second explosion (from the projectile), open ProjAC and go to the line 100, and remove or comment the following lines:

Code: Select all

s = spawn(class'bunorn',,,HitLocation + HitNormal*22);
s.RemoteRole = ROLE_SimulatedProxy;
And you should get one single explosion from now on while keeping the weapon original power.
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