![]() ![]() For example most assault rifles use 3-6 frames delays between bullets (aka 10-20 bullets per second fire rate.) Bullet Delay, Reload Time, and Burst Delay are measured in frames (aka ticks/updates.) The game tries its best to run at 60 frames per second. For example the Assault Rifle shoots infinitely as it has a Magazine Size of 1 bullet and Reload Time of 6 frames, as opposed to modern guns using Bullet Delay for the time between each bullet, and Reload Time only after the magazine is empty. Most old guns don't have reloading, as it was added later on. the model used for shotgun pellets at 100% are huge.) ![]() Bullet Size % may be wildly different between different types of bullets, because it's a multiplier of the size of the bullet (whose models may be of various sizes - e.g. Recoil affects the force applied to the gun, which is affected by the gun's weight. Meaning that Scatter can make bullets shoot backwards if it's too high. For example a Velocity 100 / Scatter 100 bullet can vary between 50 and 150 final velocity. A baseline forward Velocity is applied first away from the barrel position, which is then modified by a random Scatter. Notes:- Velocity and Scatter affect the velocity that bullets shoot at, which is not affected by the bullet's weight. ![]()
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