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subfigura

rateofFire

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Speed of automatic(aiRateOfFire) shooting decreases if to depart from shooting on 20 metres.

autoFire = 1;

aiRateOfFireDistance = 200;

soundBurst = 0;

aiRateOfFire = 0;

ffFrequency = "reloadTime";

ffMagnitude = "reloadTime";

ffCount = 5;

burst = 1;

Help!!!!!!!

I wish to hear all sounds, especially when there is a near fight

Edited by subfigura

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rateOfFire hast nothing to do with sound.

It's to make the AI fire in a more natural way at longer distances. Nobody empties a mag and then checks where he hit to adjust fire with the next 30 rounds.

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The stupid answer

When terribly all shoot as it is necessary

It only game, and in it does not suffice dynamics

All attempts are ineffectual, but has understood precisely in what a problem: there any optimisation - if you (player) stand near to shooting at it rate of shooting normal (auto), if to depart metres on 15, varies like on fast single, but the parametre aRateofFire actually varies. A sound not and. It is rate of shooting.

aiRateOfFireDistance = 200;

soundBurst = 0;

ffFrequency = 0.070000;

ffCount = 5;

burst = 1;

ffMagnitude = 0.500000;

aiRateOfFire = 0;

help!

What for I it want? it is more terrible, arrows are more effective, and soldiers do not die with a full unit of fire and though something have time to shoot.

It is very ridiculously made in game shooting of machine guns if ai shoots standing that the first bullet can get only, is asked - what for it shoots turns why it was impossible to make that he was cut that if a deviation from the purpose big it is necessary to aim anew - WILD BRAD!

The most correct decision comes to mind that shooting depended on that there is a purpose or runs, plus time for hit random 0.1 - 0.5 sec, in standing it is possible also single and if that runs turns, but not especially long.

Edited by subfigura

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Shouldn't this go into suggestion/troubleshooting forums?

Doesn't seem to be related directly to the pre 1.07 patches and might therefore be overlooked.

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