Lance MDR Rocket
Green Marine

Posts: 49
Registered: 03-06 |
Heh. I could probably describe it better if I still had a copy of said game, but still. Anyway, all I was looking for was a bit of vertical offset to provide a more realistic effect, which is basically all the Quake shotgun does.
I was thinking about this the other day, actually, and what I thought would be good is if you provided four standard accuracy types for both horizontal and vertical offsets.
So, for example, the Doom shotgun accuracy is 'never accurate', which is described in the docs as 'moderate horizontal offset, no vertical offset'. If we take the moderate offset as one of the 'standard' accuracy types, then you could also apply it to the vertical offset. Combined with a couple of other offset types, you could have a pretty comprehensive list of accuracy varieties:
(horizontal, vertical)
None, none
None, a little
None, moderate
None, wide
A little (perhaps half the moderate offset), none
A little, a little
A little, moderate
A little, wide
Moderate, none (shotgun accuracy)
Moderate, a little
Moderate, moderate
Moderate, wide
Wide, none (monster accuracy)
Wide, a little
Wide, moderate (SSG accuracy)
Wide, wide
As well, of course, as the 'perfectly accurate first shot then never accurate subsequent shots' currently used for the pistol and chaingun.
Of course, I have no idea if this is even possible, as an individual arg in a codepointer might be limited to a single digit. I also suspect this post may have been a little confused, sorry about that.
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