Function; setBallistics - HWRM/KarosGraveyard GitHub Wiki

setBallistics(<rWeaponTable>,<bEnabled>,<fFireAhead>,<fFireBehind?>)

Description

  • Controls ballistic modelling on the weapon.

Example

setBallistics(NewWeaponType, 0, 0.9);

Arguments

Param Type Description
bEnabled number (boolean) 0: Ballistics enabled, 1: Ballistics disabled .
fFireAhead number (float) Values between 0 and 1. Not well understood; May be the only configurable param (if fFireBehind doesn't exist). Seems to control how much 'deflection' a ballistic projectile has, i.e how much it will 'lead' the target. A value of 1.0 is probably the upper limit.
fFireBehind number (float)? Values between 0 and 1, maybe. If exists, is thought to control the delection for 'trailing' shots. Whatever that means.

Scope

Related Pages

Comments

  • This function is poorly understood, largely due to ambiguous definitons from GBX. Some recent findings are discussed here.
  • Ballistic Modeling: Weapon steering can be enabled or disabled on a per weapon basis. On weapons with steering (non ballistic), the engine ensures that a percentage of shots fired will strike the target based on the accuracy table within the weapon. On weapons without steering (ballistic), the weapon aims directly at the target and fires (or ahead of/behind, if deflection capable), and whether it hits or not is subject to bullet speed, target speed, weapon range and target behavior. The accuracy table is used to determine the number of shots that are considered “aimed”. An aimed shot does full damage if it strikes the target , an unaimed shot is subject to the miss rules (miss cone, Hi/Lo damage, miss speed and miss lifetime) to determine bullet damage and behavior.
  • https://forums.gearboxsoftware.com/t/ballistics-modelling-better-but-not-100/1507324

Page Status

Updated Formatting? Yes
Updated for HWRM? Yes

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