Getting a tighter shot grouping

Search, find and discuss about Mutators!
Post Reply
User avatar
Fuzz_Ball
Experienced
Posts: 109
Joined: Wed Mar 04, 2009 11:09 pm
Personal rank: Harmless
Contact:

Getting a tighter shot grouping

Post by Fuzz_Ball »

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?
Shot0181.jpg
Shot0181.jpg (31.11 KiB) Viewed 2120 times
* * * Image * * *
User avatar
Feralidragon
Godlike
Posts: 5493
Joined: Wed Feb 27, 2008 6:24 pm
Personal rank: Work In Progress
Location: Liandri

Re: Getting a tighter shot grouping

Post by Feralidragon »

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.
User avatar
Fuzz_Ball
Experienced
Posts: 109
Joined: Wed Mar 04, 2009 11:09 pm
Personal rank: Harmless
Contact:

Re: Getting a tighter shot grouping

Post by Fuzz_Ball »

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.
* * * Image * * *
JackGriffin
Godlike
Posts: 3774
Joined: Fri Jan 14, 2011 1:53 pm
Personal rank: -Retired-

Re: Getting a tighter shot grouping

Post by JackGriffin »

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
User avatar
Fuzz_Ball
Experienced
Posts: 109
Joined: Wed Mar 04, 2009 11:09 pm
Personal rank: Harmless
Contact:

Re: Getting a tighter shot grouping

Post by Fuzz_Ball »

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.
* * * Image * * *
Post Reply