diff --git a/gamedir/Data-1.13/CTHConstants.ini b/gamedir/Data-1.13/CTHConstants.ini index 3ec4793a1..e173aecbb 100644 --- a/gamedir/Data-1.13/CTHConstants.ini +++ b/gamedir/Data-1.13/CTHConstants.ini @@ -51,18 +51,18 @@ NORMAL_SHOOTING_DISTANCE = 70 ; ; IRON_SIGHT_PERFORMANCE_BONUS affects the size of the base shooting aperture for iron sights by x percent. ; Values can go from -50.0 (penalty) to 50.0 (bonus of 50 percent will make the aperture half as large) -; The default is 0.0 -IRON_SIGHT_PERFORMANCE_BONUS = 0.0 +; The default is 20.0 +IRON_SIGHT_PERFORMANCE_BONUS = 20.0 ; LASER_PERFORMANCE_BONUS_XXX also affects the size of the base shooting aperture by x percent but is used for lasers. ; The bonus only applies if the target is in laser range and the given sight is used. ; The bonus is also influenced by the light level at the target spot. The darker the spot the better the laser dot ; can be seen and the higher the resulting bonus will be. -; The defaults are 0.0 If all values are 0.0 the old NCTH laser behaviour is used. +; If all values are 0.0 the old NCTH laser behaviour is used which makes lasers work like scopes. ; Values can go from 0.0 to 50.0 -LASER_PERFORMANCE_BONUS_HIP = 0.0 -LASER_PERFORMANCE_BONUS_IRON = 0.0 -LASER_PERFORMANCE_BONUS_SCOPE = 0.0 +LASER_PERFORMANCE_BONUS_HIP = 25.0 +LASER_PERFORMANCE_BONUS_IRON = 15.0 +LASER_PERFORMANCE_BONUS_SCOPE = 10.0 ;------------------------------------------------------------------------------------------------------------------------------ ; This is the maximum angle, to either side of the shooter, that a bullet may fly. @@ -88,7 +88,7 @@ RANGE_COEFFICIENT = 1.1 ; Conversely, by increasing this value you can let bullets fly further beyond ; the max range of the gun. That will effectivelly let guns hit targets further ; beyond their max range, though it is not a reliable way to hit any target. -GRAVITY_COEFFICIENT = 4.0 +GRAVITY_COEFFICIENT = 6.0 ; The Vertical Bias "flattens" the target appeture which restricts the vertical amoun ; by which a bullet can travel. Vertical bias is ultimately based on stance where @@ -100,7 +100,32 @@ VERTICAL_BIAS = 0.5 ; the scopes minimum effective range. Sniper and Hunter training has a slight effect ; on this. Valid range is 0.5 - 1.5, with a default of 0.7. The higher you set ; this multiplier, the less effective scopes become. -SCOPE_RANGE_MULTIPLIER = 1.0 +SCOPE_RANGE_MULTIPLIER = 0.7 + +; Scope effectiveness multiplier defines the upper limit of the scopes magnification +; that is achievable by any shooter. Scope magnification makes the size of the +; shooting aperture smaller, making shots more accurate. A multiplier of 1.0 will +; make a 2x scope provide a maximum of 2x magnification (make the aiming reticule +; half as large). A low skill shooter will only be able to achieve a much smaller +; effective magnification. Scope effectiveness is determined by a shooters experience +; and marksmanship attributes. Attributes are weighted by AIM_EXP and AIM_MARKS. +; Valid values are from 0.5 to 1.5 with a default of 1.1 +SCOPE_EFFECTIVENESS_MULTIPLIER = 1.1 + +; Scope effectiveness minimum defines a minimum percentage of scope effectiveness +; that any merc will achieve no matter how bad/good his skills are (see also description +; of SCOPE_EFFECTIVENESS_MULTIPLIER above) For example if the parameter is 50 a 2x scope +; will provide at least 1x magnification. The rest comes from the shooters experience +; and marksmanship. A value of 0 will make effectiveness calculation fully dynamic. +; 100 means that the shooters skills are irrelevant and he can use any scope to its +; full potential. +; Valid values are from 0 to 100 with a default of 50 +SCOPE_EFFECTIVENESS_MINIMUM = 50 +; Certain traits provide their own fixed minimum values. Defaults are 80 / 90 / 100 +; If the shooter wants to exceed these he will have to do so by the normal formula. +SCOPE_EFFECTIVENESS_MINIMUM_RANGER = 80 +SCOPE_EFFECTIVENESS_MINIMUM_MARKSMAN = 90 +SCOPE_EFFECTIVENESS_MINIMUM_SNIPER = 100 ; The Side Facing Divisor is applied against the shooting offsets when a target is ; facing directly perpendicular (i.e., East or West when shooter faces North or South) @@ -398,6 +423,6 @@ RANGE_EFFECTS_DEV = TRUE ; Whether to apply the reduction as a flat reduction or as gradient ; Default: FALSE which is flat reduction when exceeding range ;------------------------------------------------------------------------------ -MAX_EFFECTIVE_RANGE_MULTIPLIER = 1.1 +MAX_EFFECTIVE_RANGE_MULTIPLIER = 1.4 MAX_EFFECTIVE_RANGE_REDUCTION = 0.5 -MAX_EFFECTIVE_USE_GRADIENT = FALSE \ No newline at end of file +MAX_EFFECTIVE_USE_GRADIENT = TRUE diff --git a/gamedir/Data/CTHConstants.ini b/gamedir/Data/CTHConstants.ini index 3ec4793a1..e173aecbb 100644 --- a/gamedir/Data/CTHConstants.ini +++ b/gamedir/Data/CTHConstants.ini @@ -51,18 +51,18 @@ NORMAL_SHOOTING_DISTANCE = 70 ; ; IRON_SIGHT_PERFORMANCE_BONUS affects the size of the base shooting aperture for iron sights by x percent. ; Values can go from -50.0 (penalty) to 50.0 (bonus of 50 percent will make the aperture half as large) -; The default is 0.0 -IRON_SIGHT_PERFORMANCE_BONUS = 0.0 +; The default is 20.0 +IRON_SIGHT_PERFORMANCE_BONUS = 20.0 ; LASER_PERFORMANCE_BONUS_XXX also affects the size of the base shooting aperture by x percent but is used for lasers. ; The bonus only applies if the target is in laser range and the given sight is used. ; The bonus is also influenced by the light level at the target spot. The darker the spot the better the laser dot ; can be seen and the higher the resulting bonus will be. -; The defaults are 0.0 If all values are 0.0 the old NCTH laser behaviour is used. +; If all values are 0.0 the old NCTH laser behaviour is used which makes lasers work like scopes. ; Values can go from 0.0 to 50.0 -LASER_PERFORMANCE_BONUS_HIP = 0.0 -LASER_PERFORMANCE_BONUS_IRON = 0.0 -LASER_PERFORMANCE_BONUS_SCOPE = 0.0 +LASER_PERFORMANCE_BONUS_HIP = 25.0 +LASER_PERFORMANCE_BONUS_IRON = 15.0 +LASER_PERFORMANCE_BONUS_SCOPE = 10.0 ;------------------------------------------------------------------------------------------------------------------------------ ; This is the maximum angle, to either side of the shooter, that a bullet may fly. @@ -88,7 +88,7 @@ RANGE_COEFFICIENT = 1.1 ; Conversely, by increasing this value you can let bullets fly further beyond ; the max range of the gun. That will effectivelly let guns hit targets further ; beyond their max range, though it is not a reliable way to hit any target. -GRAVITY_COEFFICIENT = 4.0 +GRAVITY_COEFFICIENT = 6.0 ; The Vertical Bias "flattens" the target appeture which restricts the vertical amoun ; by which a bullet can travel. Vertical bias is ultimately based on stance where @@ -100,7 +100,32 @@ VERTICAL_BIAS = 0.5 ; the scopes minimum effective range. Sniper and Hunter training has a slight effect ; on this. Valid range is 0.5 - 1.5, with a default of 0.7. The higher you set ; this multiplier, the less effective scopes become. -SCOPE_RANGE_MULTIPLIER = 1.0 +SCOPE_RANGE_MULTIPLIER = 0.7 + +; Scope effectiveness multiplier defines the upper limit of the scopes magnification +; that is achievable by any shooter. Scope magnification makes the size of the +; shooting aperture smaller, making shots more accurate. A multiplier of 1.0 will +; make a 2x scope provide a maximum of 2x magnification (make the aiming reticule +; half as large). A low skill shooter will only be able to achieve a much smaller +; effective magnification. Scope effectiveness is determined by a shooters experience +; and marksmanship attributes. Attributes are weighted by AIM_EXP and AIM_MARKS. +; Valid values are from 0.5 to 1.5 with a default of 1.1 +SCOPE_EFFECTIVENESS_MULTIPLIER = 1.1 + +; Scope effectiveness minimum defines a minimum percentage of scope effectiveness +; that any merc will achieve no matter how bad/good his skills are (see also description +; of SCOPE_EFFECTIVENESS_MULTIPLIER above) For example if the parameter is 50 a 2x scope +; will provide at least 1x magnification. The rest comes from the shooters experience +; and marksmanship. A value of 0 will make effectiveness calculation fully dynamic. +; 100 means that the shooters skills are irrelevant and he can use any scope to its +; full potential. +; Valid values are from 0 to 100 with a default of 50 +SCOPE_EFFECTIVENESS_MINIMUM = 50 +; Certain traits provide their own fixed minimum values. Defaults are 80 / 90 / 100 +; If the shooter wants to exceed these he will have to do so by the normal formula. +SCOPE_EFFECTIVENESS_MINIMUM_RANGER = 80 +SCOPE_EFFECTIVENESS_MINIMUM_MARKSMAN = 90 +SCOPE_EFFECTIVENESS_MINIMUM_SNIPER = 100 ; The Side Facing Divisor is applied against the shooting offsets when a target is ; facing directly perpendicular (i.e., East or West when shooter faces North or South) @@ -398,6 +423,6 @@ RANGE_EFFECTS_DEV = TRUE ; Whether to apply the reduction as a flat reduction or as gradient ; Default: FALSE which is flat reduction when exceeding range ;------------------------------------------------------------------------------ -MAX_EFFECTIVE_RANGE_MULTIPLIER = 1.1 +MAX_EFFECTIVE_RANGE_MULTIPLIER = 1.4 MAX_EFFECTIVE_RANGE_REDUCTION = 0.5 -MAX_EFFECTIVE_USE_GRADIENT = FALSE \ No newline at end of file +MAX_EFFECTIVE_USE_GRADIENT = TRUE