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space_fish

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Everything posted by space_fish

  1. • Version? -- 41.73 Stable • Singleplayer/Multiplayer? -- Singleplayer • Host or dedicated? -- Singleplayer without any servers • Mods? -- N O O T H E R M O D S • Old or new save? -- New save • Reproduction steps: 1. Go to game files in Steam, find media/scripts/items_weapons.txt 2. Find the entry for AssaultRifle and set MaxHitCount = 8 3. Launch in debug mode, spawn in the world with insane population 4. Spawn yourself an AssaultRifle and set aiming to 7 or 8 5. Start shouting and shooting and attract as many zombies as you can to stand in one place around you (or use horde manager) 6. Move away 6. Aim at the crowd 7. See that despite the zombie density and your set MaxHitCount, it is shown that you will shoot only some two zombies
  2. The item you talk about is not only not in the loot table, it simply doesn't exist. The only vanilla camo jackets present in the game files are desert and green.
  3. In IsoPlayer:pressedAttack a crit chance for an attack hit is calculated, with decrease with distance and such. But it seems that this part if (var11 instanceof IsoPlayer && var4.isRanged && !this.bDoShove) { var9 = (int)(this.attackVars.getWeapon(this).getStopPower() * (1.0F + (float)this.getPerkLevel(Perks.Aiming) / 15.0F)); } just rewrites the crit chance for pvp target without factoring distance in. Is that something that was intended?
  4. Ha, that’s kinda interesting. May I ask a question about code meanwhile? I’ve been trying to read through decompiled code trying to reverse engineer hit and crit calculation because I want to make, ahhh, yet another gun mod and want to know the internals to get an idea about how I would balance it. So, I found that in SwipeStatePlayer in CalcHitChance(…) the hit chance is calculated with calling HandWeapon’s getMaxRange without passing player character as an argument, and then making adjustment to hit chance based on raw weapon max range minus distance to target. That means that there could be a situation where your weapon max range that comes from Aiming skill actually penalizes your chance to hit on the edge of your aiming range. Can confirm that behavior with logs and video. Is that intended?
  5. I'm afraid I didn't use modded items, but vanilla pistol only. Here's longer video with the same issue, and me spawning a pistol and M16 and replicating the thing, showing the loading and that there are no mods etc. I'm sorry if I'm missing something, just wanted to provide some info in case it's relevant.
  6. • Version? -- 41.73 Stable • Singleplayer/Multiplayer? -- Singleplayer • Host or dedicated? -- Singleplayer without any servers • Mods? -- No mods • Old or new save? -- New save • Reproduction steps: 1. Launch in debug mode, spawn in the world with no zombies 2. Find a house with a window, use item list menu to add a 9mm Pistol and a couple of magazines with bullets 3. Start aiming, come close enough to a window to see it being highlighted, but right at the edge of your aiming range 4. Change your Aiming skill via debug menu 5. Walk around and see that your actual aiming range, based on window highlighting, doesn't change with Aiming level -- even though the debug aiming cone does: • Video:
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